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Post by mattgcn on Jul 5, 2005 16:28:56 GMT
Trainer Class- Pichu
Subsection Rules
Rules: Lecture 1, Level Pichu :Common Rules Greetings! I'm (EARL). Whether you want to become a mighty trainer or just a learn how to win more battles, I'm the man to see! Let’s get started. Today’s theme is: “Brushing up on Basic Rules.” At any STADIUMs, COLOSSEUMs or other official battle locales there are several kinds of tournaments and a variety of battles. Though different tournaments may have different rules and restrictions, known as (Battle Clauses), on certain battle strategies, aspects or Pokémon allowed, (basic battle rules present in competitive battling are virtually identical). Let me begin with the common rules of Pokémon selection. First, the basic rule is that your team of Pokémon is always made up of six Pokémon. Any additional Pokémon caught will be transferred directly to your (PC), your trainer's storage device. Next is the basic (STADIUM) clause. From the six Pokémon on your team, you select three that you think will best combat the three your opponent may choose. All you will know about your opponent are his basic six Pokémon. Then, the battle is underway! In a tournament, you must of course defeat all of your opponents to enter the final round. Some tournaments, however, offer (CONTINUES) for perfect scores earned in previous rounds (Usually giving you one to start) allowing for a rematch. OK! Give it your best shot! [End]
Question: I love talking about Pokémon. What is my name? (Earl) (Three randomly generated names)
Rules: Lecture 2, Level Pichu: Battle Rules There are several battle rules, or clauses that every trainer must obey when they are applied. It would be best if you learn the rules that must be followed (in all battles). [/li][li]Freeze/Sleep clause- Two or more Pokémon cannot be frozen or asleep at the same time, though you can have one frozen and one asleep. [/li][li]Self-KO Clause- You cannot use Selfdestruct or Explosion when you and your opponent are down to your last Pokémon. It can be either disallowed or cause you to lose automatically, even if your opponent faints. Additionally, Destiny Bond and Perish Song will always fail. OK! Give it your best shot! [End]
Question: These clauses apply to...? (Those battles to which they are applied) (All Battles, competitive battles, none, official battles etc.)
Rules: Lecture 3, Level Pichu: Level Evolution notes Your Pokémon's evolution is a time for celebration! It becomes stronger and more attractive, so what could there possibly be to complain about? Well, for one thing, Pokémon that evolve by leveling up learn moves much more slowly than they did before they evolved. For example, (Cubone) can learn (Bone Rush) at Level 41, while it's evolved form, (Marowak) can't learn that move until it reaches Level 53. (Shows Cubone using bone rush, cry is heard) Since many tournaments impose level restrictions, I suggest (canceling evolution) until your Pokémon learns the desired move. If perhaps it still passes the required limit, breeding the move is also a good idea. (Canceling evolution occurs by simply pressing the (B) button. Before you let your Pokémon evolve, check when it will learn new moves. No need to evolve your Pokémon hastily. This kind of preliminary work is where the battle really begins. [End]
Question: What does Cubone evolve into? (Marowak) (Three random Pokémon)
Rules: Lecture 4, Level Pichu: Evolution and move learning Pokémon that evolve using a STONE such as (Fire Stone) or (Water Stone) often learn extremely few moves after evolution, often unique to their evolutionary line. Though many competitions impose restrictions on levels, rushing evolution may not be a good idea. Here's an example: (Vulpix) can use a (Fire Stone) to evolve into Ninetales. But (Ninetales) can only learn one move afterwards, (Fire Spin). At the very least, have Vulpix learn a decent move like Flamethrower before letting it evolve. (Sprite of Vulpix and Ninetales with names) Make your Pokémon learn the moves you want before evolution, unless of course the move, or a better one, is available by TM or (Base Move) ((Moves learned at Level 1, accessible when caught in the wild or by Move Re-learner)) On the other hand, some Pokémon learn moves only after evolution. This can cause a dilemma. For example, (Sunkern) learns (Giga Drain) at Level 46, however, it's evolution (Sunflora) learns (Petal dance) at Level 31, and if you want this move you can't get Giga Drain. However, there are ways to break this hazard. One option- Have (Sunkern) learn (Giga Drain), evolve it, then use the Move Re-learner to get (Petal Dance), or, in this case, simply teach it (Giga Drain) by use of TM. Try not to get bogged down in thought. Choose whichever move, before or after evolution, suits your Pokémon's moveset the best and weigh all the options before deciding. The same goes for Pokémon who evolve in other ways. I recommend timing evolutions on whatever strategy you choose to use for your Pokémon and by the (levels at which your Pokémon learns moves). [End]
Question: When evolving Pokémon, what did I say you should consider? (Moves) (Three random words, like, Weather stats, feelings, place)
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Post by mattgcn on Jul 5, 2005 16:32:57 GMT
Type Match-Ups: Lecture 1, Level Pichu: Type combinations Pokémon and moves come in a variety of types, such as Normal, fire, Water, Grass, Electric, Light and Ghost. There are twenty types in all. The key point is that not only are Pokémon classified by type, but moves are as well. The combination of the type(s) of the Pokémon under attack and the type of the attack move is referred to as the type match-up. The calculation that determines the damage dealt is based partly upon this match-up, certain attack types doing double, half, neutral or no damage to certain types, and another variable is added if the Pokémon is dual-typed. One example is of a match up is a Totodile getting hit by two types of attacks, it will receive half damage from a Fire-type and double damage from a Grass type move. (Sprite of Totodile, description- Water-type Pokémon: Totodile) As you can see, a Pokémon's type is very important when it is under attack. Now a Fighting type move: It would be super-effective against a Normal type, but against a Ghost type there'd be no effect at all. Against another Fighting type, the damage is neutral (Sprite of Normal & Fighting move (super), Ghost & Fighting move (none) and Fighting & Fighting move (neutral) As well as the Pokémon type, attack type is vital to battle strategy. OK! Give it your best shot [End]
Question: How many types are there in all? (20) (Three randomly generated numbers from 15-45)
Type Match-Ups: Lecture 2, Level Pichu: Exploiting weaknesses Exploiting the opponent's weakness... This is a basic strategy for Pokémon battles. If you use an attack that matches up favorably against the defender's type, you inflict double damage. For example, let's attack a Flying-type Pokémon with an Electric type move (Sprite of Kanninaid using thunder, sprite of Swellow getting hit, Thunder sound-effect) Ah! See? It picked on a weak spot to cause double the damage. Even Falkner, the bird master, would be aghast! There are many weaknesses, or "super-effective" hits, that can be exposed with 20 attack types and 20 Pokémon types, so see the Type Match-Ups section of Library to learn more. In contrast, if an attack is "not very effective," the type match-up is bad. That means the move's impact will be half it's usual level, such as a Light type move hitting a Muk (Sprite of Lumonix using Prism on Muk) If a move has no effect whatsoever, then you have the worst type match-up. That means no matter what other factors state, the move power is zero, rendering the attack harmless. An example of this is the move (Explosion), a Normal-type move being used on a Ghost-type, which will have no effect. (Sprite of Electrode using Explosion on Duskull, no effect) To avoid such an embarrassing situation, read the material on type match-ups in the Library. [End]
Question: Explosion will not work against which type of Pokémon? (Ghost) (Three randomly generated types)
Type Match-Ups: Lecture 3, Level Pichu: Type changes [/li][li]In the era of the hero Gold in Johto, two new types were discovered, Dark and Steel. Dark was found to be strong against the dominant Psychics but weak against Fighting. Steel types resisted all Poison but were vulnerable to Fire. Two Pokémon thought to be pure Electric types were given the new type Steel after their discovered vulnerability to fire. These Pokémon are Magnemite and Magneton. The added defense was a bonus, however they were much more exploited due to this change. Whether this was a welcome change or that then negatives outweighed the positive aspects is a matter of debate. (Sprites of Magnemite and Magneton at bottom) [/li][li]Also discovered were two new effectiveness changes not documented before: Psychic types were vulnerable to Ghost-type moves and Bug-type move were not as effective on Poison-types as previously thought. Pardon? Oh, you want to know more, do you? Then off you go to the Library! There you will find a whole variety of reference materials, so it's an excellent place to study and review data. [End]
Question: Where do I recommend that you study and review data?(Library) (Three random places)
Alternate: What are the new types discovered in the Gold era? (Steel and Dark) (Three randomly generated pairs)
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Post by mattgcn on Jul 5, 2005 16:34:32 GMT
Status Problems: Lecture 1, Level Pichu: Status problems in general I'm sure you know about the basic status problems. They are the six conditions, Poison, Sleep, Burn, Paralyze and Freeze that put you at a disadvantage in battle. But did you also know there are other conditions that are similar to status problems? Allow me to explain. [/li][li]Attract could cause infatuation, preventing Pokémon of the opposite gender from attacking half the time. [/li][li]Nightmare works only on sleeping Pokémon. Each turn it takes away a quarter of the victim's HP. [/li][li]Curse, when used by a Ghost-type, causes the victim to lose a quarter of it's HP every turn by sacrificing half of the user's HP. These are only a few examples. Now this part is very important, so listen carefully. (Some status problems even affect a Pokémon's stats)! For example, not only do burn and poison cause damage every turn, it also weakens ATTACK power. Paralysis may immobilize a Pokémon, but it also sharply reduces SPEED. Knowing that, you could deliberately use a status problem to make up for your own Pokémon's weaknesses. But regardless of whether your Pokémon is weak or strong... Whatever Pokémon you use, your strategy will help you win. [End]
Question: I told you about conditions that are similar to status problems. Which of these is one of them? (Randomly generated secondary status) (Three randomly generated statuses)
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Post by mattgcn on Jul 5, 2005 16:56:33 GMT
Moves: Lecture 1, Level Pichu: Moves and Pokémon Types As you know, Pokémon and moves come in a variety of types. When a Pokémon is attacking, if its type is the same as its move type, the move deals 1.5 the usual damage. This boost is known as STAB, or the Same Type Attack Boost. (Sprite of Dynamoose using Thunderbolt on left, with Cry) For example, if the Electric-type Dynamoose uses the Electric-type move, Thunderbolt, the attack will have 1.5 times it's usual power. This goes for any attack that match the Pokémon's type, so dual-typed Pokémon get two STABbed attacks. Don't forget this important point! Of course, since this combination only multiplies the power of attacking moves by 1.5, support moves are completely unaffected by the boost. Lets say (Gengar) uses a Ghost-type move such as (Spite) or (Confuse Ray). In such a case, the move's accuracy or effect will not be raised by the identical type combination. There are also moves that set a fixed amount of damage. These will not be multiplied by a factor of 1.5 either. I will cover this topic in greater detail later, so please keep this point in mind. [End]
Question: Which type of move is powered up by 1.5 times when used by a (random type)-type Pokémon? (Same random type) (Three other random types) Moves: Lecture 2, Level Pichu: Support moves Support moves--do you use them effectively in battle? When used correctly, they can greatly improve your chance of winning. There is a great deal of support moves. If you learn to use them properly, you could become a modern-day ninja! Try a move that causes some sort of status problem. If the foe becomes paralyzed, burned or confused, the battle will become much easier. For example, Thunder Wave and Confuse Ray are very powerful and accurate status moves. As a countermeasure, you could use (Safeguard) to prevent status problems for five turns. (Sprite of Miltank using Heal bell) Or you could use (Heal Bell) or (Aromatherapy) to cure your entire party of status problems. There are also your stats, Attack, Special Attack, Defense, Special Defense and Speed, and the two in-battle stats known as Accuracy and Evasion that can be modified for the course of the battle. Moves like (Belly Drum) and (Swords Dance) for example, sharply raise Attack power. To counteract these, use moves like Haze, or pseudo-hazing (moves that cause or may cause switching) like Whirlwind to return these stats to Normal. However, the former will also return your stats to normal levels. Two other moves that you may find useful are Reflect and Light Screen, which half physical damage and special damage respectively for your Pokémon, 2/3 for both you and your partner and you in double battles. To counteract, use Brick Break to break the barrier, or use set-damage moves, which are unaffected by any modifiers. Ah, yes. Any altered stat will return to normal if the Pokémon is switched out. It may be effective to trap the Pokémon with moves like Mean Look or multi-turn moves to prevent this. If the boost is positive, and you wish to keep it, use a move like Ingrain to stay rooted, or Baton Pass to pass it on. Foresight is another good move. It returns the opponent's evasiveness to normal. Sigh... There are far too many moves for me to describe them all. Your homework assignment is to study the rest on your own. [End]
Question: Which move restores all status problems for all the Pokémon on your team? (Aromatherapy or Heal Bell) (Three random support moves)
Moves: Lecture 3, Level Pichu: Added effects of moves When you attack, how do you choose which moves to use? Do you base your decision solely on the move's Power? I recommend that you consider moves that have (added effects). Truth be told, they can be quite the convenience. For example, there are moves that give the target status problems as well as inflict damage, so they can cause effects like poison, freeze or confusion as well as deal damage. These moves have varied power and accuracy. (Dizzy Punch) is a good example. It has a 20% chance of confusing along with the damage it inflicts on the target--a very nice bonus! (Screen of Spinda using Dizzy Punch on Petital) When certain moves such as (Headbutt) or (Bite) strike first, the defending Pokémon may flinch and be unable to move on that same turn. Yes, this too is a type of added effect. There are also moves that inflict damage and lower stats like DEFENSE and evasiveness. For example, Psychic has a 10% chance of reducing the target's Sp. Def. Some moves raise the attacker's stats after inflicting damage on the target. (Steel Wing) is one example. It has a 10% chance of raising the user's Defense when the move hits. Are you getting all this? Moves with added effects can be very convenient. I suggest you try them yourself. [End]
Question: What is the added effect of the move (Fire Blast, Blizzard or Thunder) (Burn, Freeze or Paralysis, whichever is correct) (Three random other statuses) Moves: Lecture 4, Level Pichu: Recovery moves Pokémon moves are not only to attack. There are also those that heal Pokémon. Let me describe some to you. First, moves that restore HP include (Recover), (Milk Drink), (Slack Off) and (Softboiled). Each of these restores HP by exactly one-half the maximum HP. (Morning Sun), (Synthesis) and (Moonlight) restore HP based on the time of day and weather conditions. Oh, yes. There are also (Leech Life), (Mega Drain), (Giga Drain), (Dream Eater) and (Absorb). These moves inflict damage, but also return half of the damage as HP to the user, so they can be considered healing moves. But it's not only about restoring HP. There are moves that get rid of status problems, too. (Heal Bell), for example, eliminates all status problems for all the Pokémon in your party. The move (Rest) fully restores HP and gets rid of any status problems, but causes your Pokémon to sleep for two turns, which leaves it vulnerable to future attacks. (Sprite of resting Snorlax with G'night captioned) Simultaneously, any stats affected by any status problems are fixed. However, even (Rest) can't change stats altered by other support moves by you or your opponent, so Attack raised by (Meditate) and Accuracy lowered by (Flash) all remains unchanged. Incidentally, to restore altered stats, you can either switch Pokémon or use (Haze). I already described this move in my lesson on (support moves). Remember? [End]
Question: Which of the following moves inflicts damage and restores the user's HP by half? (Dream Eater, Absorb, Mega Drain, Giga Drain or Leech Life) (Three other healing moves)
Moves: Lecture 5, Level Pichu: Set-damage moves Do you know about set damage attacks? (These moves inflict fixed amounts of damage regardless of any stats like Attack or Defense. Let me give you some examples. [/li][li]The Normal-type move (Sonicboom) always inflicts 20HP damage. [/li][li] Similarly, the Dragon-type move (Dragon Rage) consistently inflicts 40HP damage. [/li][li]The Ghost-type move (Night Shade) and the Fighting-type move (Seismic Toss) also work similarly. These moves hit the target with the same amount of HP damage as the user's level. [/li][li]The Psychic-type move (Psywave) is an interesting move. It inflicts damage from .5 to 1.5 times the users level. Go to the Library to see in-depth information. Here are the basic laws of set damage moves: [/li][li]Even if your Pokémon’s type and the set-damage attack's type is the same, you will not receive a STAB boost. [/li][li]The move's power will never change, regardless of the type match-up. [/li][li]The move will never get a critical hit. Of course, all this is natural since they are (set damage) moves. That said, (whether the move works or not is dependant on the match-up). For example (Seismic Toss), being a Fighting-type move, are no more effective on Ghost-types than Vital Throw or Swift Blow. Be aware of this point. (Sprite of Ursaring using seismic toss, Phrostom being quite unaffected) Be sure to check the opposing Pokémon’s type [End]
Question: Which move inflicts damage regardless of Attack and Defense stats? (Random set damage move) (Three random other moves)
Moves: Lecture 6, Level Pichu: Moves and tactics Depending on the moves your Pokémon can use, there are a number of tactics you can devise. Yes, I'm talking about your battle strategy. Now listen closely--I'm about to discuss the relationship between moves and tactics. Take for example, the moves (Fly), (Dig) and (Dive). (Sprites of Charizard, Hitmontop and Ludicolo using the three moves) The moves have the user move on one turn and strike on the next one; the protection from attacks depending on the speed of the opponent. Let me demonstrate how useful a two-turn attack can be. Remember that if your Pokémon is slower (as in my example) the user won't take a hit on the second turn, rather than the first. Suppose your opponent uses a move that requires a turn of charging up before striking, like (Solarbeam). If you are slower this is how it will turn out: (Battle animation- Opponent is charging, user use Fly, opponent misses with Solarbeam, user strikes with Fly) Rather than strike your opponent will strike out! Now, suppose yours is faster, this can be used to block moves much as Hyper Beam. (Battle animation- User uses Fly, opponent uses Hyper Beam and misses, user hits with Fly, opponent must recharge) Since the user won't be hit for a turn, it can be used to stall the opponent by wasting a turn, such as in the Toxic-Stalling strategy, giving your opponent less time to strike as its HP gets sapped away. Similarly, using any of these moves is the best way to sit out five-turn protections like (Safeguard), (Light screen) or (Reflect). However, don't use (Fly) or (Dig) on (Reflect) or (Dive) on (Light Screen), since their damage will be very low. Are you starting to get the hang of it? There is always a way to beat a Pokémon and its moves. Try coming up with your own good plan before you go for a battle. [End]
Question: The move Dig has which of the following relatively unique features? (Two turn attack) (Three random others (Set damage, halves HP, Always hits, etc.)
Moves: Lecture 7, Level Pichu: Move changes in Gold era The effects and/or damage ratings evolved to be different between the era of Team Rocket in Kanto and the era of Gold. Be sure to write down some of these changes--It's history of the olden times battle strategies! [/li][li]First, let's review some type changes on moves. (Bite) is now a Dark-type move, while (Karate Chop) is now a Fighting-type move. However, (Gust) which became a Flying-type move in that era, has recently been appointed the Wind type. [/li][li]The base power ratings for some moves, such as (Double-Edge), (Wing Attack) and (Dig), have changed. [/li][li]The accuracy has also changed for some moves, such as (Blizzard), (Whirlwind) and (Rock Throw). [/li][li]The moves (Light Screen) and (Reflect) are now effective for five turns each and are created on the spot so they remain after the user Pokémon switches out. There are added effects and altered probabilities for other moves, too. This era was the period of the most change. Look these up in (Move Change History) for homework if you wish! It is important to try and see what the moves do. [End]
Question: Light screen lasts for how many turns? (5) (Random three numbers from 1-15)
Moves: Lecture 8, Level Pichu: Residual effect changes in Gold era Back in the earlier Red era, if a target Pokémon’s type was identical to the attack used on it, the attack's added effect would be useless. In the Gold era, this changed a bit. Now, even if the defending Pokémon’s type is identical to the attack move's type, the added effect may or may not work. (Sprite of Electabuzz being hit by Spark, with cry, and caption: That would shock even (Electabuzz)!) That means that the Electric-type (Electabuzz) could become paralysed by the Electric-type (Spark). There are still a few exceptions: Poison types are entirely immune to being poisoned at all. Fire and Ice-types are half as likely to get burned or frozen (respectively) at all. This probability is halved again in the move used to inflict this condition of the same type as the Pokémon. Therefore, Pokémon of the Fire and Ice-types are not affected as often by status problems that match their own types, and Poison types are immune. Other than those exceptions, the added effects of moves will affect all Pokémon, even if the attack and defender's type match. Also, moves like (Wrap) and (Bind) don't prevent a Pokémon from attacking, but simply cause damage each turn. OK! Give it your best shot! [End]
Question: Which condition are Poison-types immune to?(Poison) (Three random other statuses)
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Post by mattgcn on Jul 5, 2005 17:00:24 GMT
Trainer Battles: Lecture 1, Level Pichu: Switching If you win a STADIUM battle without any of your Pokémon fainting, you'll earn a Continue. Of course, that would be wonderful, but don't just switch Pokémon without first giving it some thought. Why, you ask? Let me explain. When a Pokémon is in trouble, the trainer's first instinct is to switch it. Keeping your Pokémon safe is important, but keep in mind that it takes a full turn to switch. And since switching always moves first (Except if (Pursuit) is used) your Pokémon will be immediately vulnerable to attack. Ouch! And if by switch prediction (Or forcing as used in the pHazing strategy) or pure chance the attack inflicts major damage, your new Pokémon could end up toast, putting you in a deeper hole than before! Although it may be painful, you might be better off to keep the hurt Pokémon in the battle until it faints. Although that Pokémon will become useless to you, the next Pokémon will enter the battle completely intact. I believe that while it's hard to leave a hurt Pokémon in battle, it can be vital to strategy. (There are times when one must learn to endure). [End]
Question: What did I say was important when you're switching Pokémon? (To endure) (Three random moves/etc. (Selfdestruct, Roar, faint)
Trainer Battles: Lecture 2, Level Pichu: Special Attack and Special Defense Basic in the Red era, the stats (Special Attack) and (Special Defense) were calculated together, but in the Gold era were split. This is a simple lesson on the subject of those two stats. After the split, certain moves acted differently, as now both stats had seperate values, you see? For example, the move (Amnesia) used to sharply raise Special. Now it strongly boosts Sp. Def. alone, having no effect whatsoever on Sp. Atk. In contrast, the move (Growth) had been altered and only raised Sp. Atk. Strategy has become more important with alterations to moves like this, but don't worry. As long as you pay close attention to me, you should have no problems! [End]
Question: The Special stat was split into Sp. Atk. and what? (Sp. Def.) (Three random other stats (HP, Speed, Atk, Def, PP, Evasiveness or Accuracy)
Trainer Battles: Lecture 3, Level Pichu: Physical and Special Attacks Did you know that there are two kinds of attacks? (Physical attacks) and (special attacks). The type of move determines whether an attack is physical or special, not, as thought by a few, whether it touches or not. This is a very important point to remember. The amount of damage inflicted is determined based on the difference between physical and special attacks. [/li][li]The damage a (physical attack) inflicts is based on the user's (Attack) and defender's (Defense) stats. [/li][li]Similarly, the amount of damage a (special attack) causes is based on the (special) version of these stats (Sp. Atk. and Sp. Def.). Quite a simple, isn't it? Now you see the relationship between Pokémon stats and the power of moves. Now let me explain what types of moves would be physical and what would be special. [/li][li]Every Normal, Fighting, Bug, Flying, Ground, Rock, Ghost, Poison, Steel and Crystal-type move is a physical attack. [/li][li]Every Fire, Water, Grass, Electric, Ice, Psychic, Dragon, Dark, Wind and Light-type move is a special attack. (Screen of Heracross using Megahorn) Consider Bug-type moves. Since they are physical attack, they will be more powerful when used by a Pokémon with a good Attack stat. Did you understand the distinction between physical and special attack? You level of understanding will make a huge difference in battle. [End]
Question: The move Pin Missile's power depends on which stat? (Attack) (Three random other stats)
Trainer Battles: Lecture 4, Level Pichu: Holding an Item Did you know that a Pokémon can battle while holding an item? Well of course, it's a basic part of battling. There are many kinds of hold items, such as those that restore HP and those that enhance abilities. Also, there are berries that you can hold as well with certain effects. Take, for example, hold items that raise the power of specific types of moves. (Mystic water) and (Blackbelt) are two such items, multiplying the power of Water and Dark-type moves respectively by 1.1. The key point here is that there is no link between the item and the type of Pokémon using it. (Sprite of Marill)(Hard Stone) raises the power of Rock-type moves when held. Suppose we give it to Water-type (Marill). It will boost the power of (Rollout) by ten percent. Be careful! According to (Stadium rules), (each Pokémon in your party must hold a different item. Think about your strategy before you hand out items to your Pokémon. How were my lectures for the Trainer Class? Were they interesting? If you're confident, try our tests. This will be it for now! [End, bells sign out]
Question: Which type of move is powered up if a Pokémon is holding a Hard Stone?(Rock) (Three other types)
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