Chargestone Cave 1F
|Chargestone Cave 1F|
|Joltik||/||Lv. 25 ~ 28||39%|
|Klink||Lv. 26, 28||24%|
|Ferroseed||/||Lv. 26 ~ 27||20%|
|Shaking Grass / Swirling Dust||Level(s)||Rarity|
|Drilbur||Lv. 25 ~ 28||100%|
Joltik is a tiny little electric spider Pokemon that is a Bug/Electric-type combo, making it pretty unique. Because of that, it loses the Electric-type weakness to Ground-type attacks, so it's a synergetic type combination. It evolves into Galvantula at level 36. As a Galvantula, it has rather mediocre stats across the board, except for its great Speed and decent Special Attack (although its Special Attack is lacking compared to other Electric-type choices). It has either the Compoundeyes or Unnerve abilities. Compoundeyes is definitely the preferred ability, as it raises its moves' accuracy by 30% of their base amount, meaning it can pull of Thunder with 91% accuracy. Unnerve just prevents the foes from using berries. Boo.
Joltik starts off Electroweb, which is an odd 55 power Special-based Electric-type attack that lowers all nearby foe's Speed by one stage. Bug Bite hits for some Bug-type damage, while Gastro Acid shuts off the foe's ability. At level 29, it gets Electro Ball, which does more damage based on the Speed difference between it and the target. Electroweb helps set up for this, as does paralyzing it with Thunder Wave, and it has up to 150 power if the foe has 25% or less Speed than Joltik. Signal Beam at level 34 is a must-have for Joltik, as it gives it a Special-based Bug-type attack that can even potentially confuse the foe. At level 40 as a Galvantula (or level 37 as a Joltik), it gets Agility, which normally isn't that great, but when used before an Electro Ball spree, can substantially add to the damage and works against future foes (as opposed to just paralyzing the active Pokemon). It gets Sucker Punch at level 46, although it isn't really necessary. Discharge at level 54 is rather nice, particularly in Double or Triple Battles (it hits your teammates, though), since it has a chance of paralyzing the foes. Bug Buzz is the last attack it learns, learning it at level 60, but it's well worth it. Replace Signal Beam with it for sure.
For TM moves, when you first catch it, Volt Switch actually helps while training it so you can start with it and then switch out while doing some damage at the same time. Thunder Wave is also very helpful for powering up Electro Ball. Later on, though, Thunder is a must-have on Galvantula thanks to Compoundeyes boosting its accuracy to 91%. That 30% chance of paralysis is also nice. It's redundant to have any combination of Thunder, Discharge, and Electro Ball, though, so pick only one of those to use and stick with that strategy. Thunderbolt is another nice choice for a consistent attack; don't use it with Discharge or Thunder (it's redundant), but having that with Electro Ball can be decent to give you a reliable attack against faster Pokemon without requiring set up. Energy Ball can be handy to use against Ground- and Rock-type Pokemon, although be careful around those Rock-types, as they can hit Galvantula for its weakness. When you get to Humilau City, you can exchange 10 Yellow Shards for Giga Drain instead, giving it a very interesting option.
It's important to compare Galvantula to other Electric-type Pokemon. First of all, its typing removes its weakness to Ground, setting it apart from most other Electric-types. It's definitely better than Emolga, but you can also pick up a Tynamo in the Chargestone Cave that evolves into the fierce Eelektross — and that whole family has no weaknesses at all thanks to Levitate. Jolteon and Magnezone blow its Special Attack away, while even Ampharos puts it to shame. That difference renders the difference between their Thunderbolt and Galvantula's Thunder rather pointless. Unless Speed is a very important to you, I'd recommend going with Eelektross over Galvantula; if Speed is an issue to you, use Jolteon instead. Galvantula is ok, and it has its theme, but there are just too many other decent Electric-types that work better.
You know what grinds my gears? Klink! Klink is a pure Steel-type Pokemon, giving it a bevy of resistances and only a few weaknesses. It evolves into Klang at level 38 and then Klinklang at level 49. Klink's stats are going to be rather unimpressive until it evolves; as a Klang, it has respectable defenses with sufficient enough Attack and even Special Attack to get the job done, although it is quite slow. Klinklang shifts its focus to Speed, raising it to a pretty swift number, while also souping up its Attack and Defense. Its got some good defensive stats that give it a lot of durability, and, having only one type, it doesn't have huge glaring weaknesses, so it can handle things pretty well. Its abilities aren't really worth talking about: it only has Plus and Minus, which both raise its Special Attack if you have another Pokemon with either of those abilities on the field. There aren't any Pokemon with those abilities, other than Klinklang, before beating the game, so have fun with that.
For moves, it has a very odd mix of Steel- and Electric-type attacks. It starts off with Gear Grind, which is its signature attack and one you'll definitely want to keep — it's a 50 power Physical-based Steel-type attack that hits twice in a single turn, although has only 85% accuracy. It also has Charge Beam, which is a 50 power Special-based Electric-type attack that has 70% chance of raising its Special Attack by a stage, which is alright. It gets Autotomize at level 31, which is nice, because it raises its Speed two stages and also lowers its weight, reducing the damage of moves like Low Kick, but raising the damage of moves like Heat Crash. Not a big deal, really; just take it for the Speed increase. It learns a few other moves, but nothing is worth mentioning until Discharge at level 44 (as a Klang), which is a decent 80 power Electric-type attack that hits all Pokemon nearby and has a 30% chance of paralyzing them. But it's Special-based. After evolving, the only other move really worth your time is Shift Gear, which is a replacement for Autotomize — it raises Klinklang's Attack by one stage and its Speed by two stages. That's alright, but since Klinklang is limited in the Physical-based attacks it can use, it only helps boost a limited number of them.
Can TMs help save it? Not really. It learns very few TMs, actually. Early on, your only real choices are Volt Switch or Rock Smash. Ugh. Later on in the game, after it's fully evolved, you get access to Thunderbolt and Thunder, Thunder Wave, and... Return. That's really it for useful moves. It gets Signal Beam for 4 Red Shards using Driftveil City's Move Tutor, while it gets the cooler Magnet Rise for 4 Blue Shards in Lentimas Town. Magnet Rise is nice because it gets rid of its Ground-type weakness. Iron Defense for a mere 2 Blue Shards is surprisingly worth considering, since it boosts your Defense by two stages.
Klinklang has some awesome stats, but sadly it lacks the good moves to make them work. It has a very shallow movepool, and most of the moves in that pool aside from Gear Grind are all Special-based, which isn't at all what Klinklang focuses on. Why does it learn so many Electric-type attacks, too? If you wanted a Steel-type that can use Electric-type attacks... you'd use Magnezone! It feels sad not to recommend a Pokemon with such good stats, but... these gears are just a little too rusty to be worth using.
Ah, another weird Pokemon, although Nosepass is a new addition to the Pokemon you can find in the Chargestone Cave. It's a pure Rock-type, although after it evolves into Probopass, it becomes a Rock/Steel-type. When does it evolve? As soon as it gains a level in the Chargestone Cave, which means you'll have no waiting to go through before getting yourself Probopass. As a Probopass, it has a ton of Defense and Special Defense. Its Special Defense is second only to Shuckle in the Unova region, but Shuckle lacks the useful Steel-type that Probopass has. The rest of Probopass' stats are pretty low, particularly its Speed, but that's to be expected from a defensive Steel-type. Its Special Attack is actually its primary attacking stat and is only a little below par. For abilities, it has Sturdy or Magnet Pull. You should be familiar with Sturdy by now, but Magnet Pull prevents any Steel-type Pokemon from running away or switching out. You're best off with Sturdy.
Nosepass starts off with some odd moves, including Spark (an Electric-type attack) and Rock Blast for some Rock-type damage. Evolve it right away, and then you'll be looking at getting Rock Slide at level 29, but, better yet, you get the Special-based Power Gem at level 32, which becomes Probopass' primary Rock-type attack to strike with. Sandstorm is learned naturally at level 36, which is nice for whittling the foe's HP away while also raising its Special Defense 50% during the sandstorm. Discharge is learned at level 39, and while Klinklang technically hits harder with its Discharge, Probopass appreciates it a lot more. Having that Electric-type attack is handy for diversity, plus paralyzing the foes is also really handy. It gets the very useful Earth Power at level 43, which is a 90 power Special-based Ground-type attack. That not enough for ya? Try Stone Edge at level 46, which is a high-power Rock-type attack with a high critical hit rate, but low accuracy. It'll hit a bit harder than Power Gem, but Power Gem is more reliable. Lastly, it gets the Lock-On + Zap Cannon combo at level 50, but you don't need to paralyze the foe so badly that you need to waste two slots on it.
As far as TM moves go, early on, it actually has access to Volt Switch, which is odd and works in reverse of the usual tactic of Volt Switch — Probopass takes the hit and then switches out to a Pokemon more apt at finishing the foe. It's a possibility, at least. Thunder Wave is a nice way to paralyze the foe for sure. Later on, Thunderbolt is a possibility over Discharge, but it's a matter of preference. It gets several Move Tutor moves that are worth considering: Iron Head for 4 Red Shards in Driftveil City is an option if you feel you need a Steel-type attack, because it doesn't really have any worthwhile ones of its own. Its Attack stat is really low, though. That being said, it also has access to Fire Punch, Ice Punch, and ThunderPunch for 10 Red Shards apiece, but there are much better Pokemon that can make use of those moves. In Lentimas Town, the Move Tutor there offers up Iron Defense for a mere 2 Blue Shards or Magnet Rise for 4 Blue Shards.
The problem with Probopass is its theme. It's a very defensive Pokemon, but it lacks moves that boost its own abilities while its absorbing the foe's attacks. It makes you question the point of all of that defensive might. But it can certainly take a non-Super Effective hit with ease and knows the right Special-based attacks to strike back. Other defensive Steel-type choices are Aggron, which is solely for Physical-based Defense, or Ferrothorn, which has weaker defenses but better offenses and a unique strategy. Magnezone is sort of in a different category, but it may be worth considering as well. I'd say that Probopass is a great alternative to Aggron and features a much better built defensive set up (covering both Physical and Special), while Aggron is more built as a tank so it can both defend and fight. It knows enough moves to get by, has enough diversity, and has some impregnable defenses. Sure, if this is your style, go for it!
Do you hate it when you get hit by your opponent's attacks and they go unpunished? MAKE THEM PAY. Ferroseed and its evolution, Ferrothorn, love making their foes pay for laying their hands, claws, beaks, or talons on them thanks to their Iron Barbs ability, which hits them for 1/8 their maximum HP in damage each time they are hit directly (this usually doesn't include Special-based attacks). This works excellent in conjunction with the Rocky Helmet, which does an additional 1/6 the foe's maximum HP in damage per hit. After three hits, your foe will have lost 7/8 their HP. Their Grass/Steel-type is a very peculiar type, too, which gives them only two weaknesses and a boatload of resistances; they're weak only to Fighting- and Fire-type attacks, though particularly Fire. Ferrothorn has some really high Defense, pretty darn high Special Defense, decent enough HP, and even some impressive Attack that it can actually fight with. However, you have to baby your Ferroseed until it is level 40 before it evolves, and Ferroseed has little it can do other than that whole spiky trick.
For moves, Ferroseed appreciates Gyro Ball right off the bat, which is a Steel-type attack that does more damage depending on how much faster the foe is than Ferroseed. Well that's just great, because Ferroseed has some pathetic Speed, so it'll be bound to do some damage. It'll also have Metal Claw for those times you just need to hit the foe over and over again, since Gyro Ball's PP is a mere 5. One thing you should do is consider taking it to the Reminder Girl and swapping a Heart Scale in exchange for having her reteach Curse, which raises its Attack and Defense by a stage, but lowers its Speed, thus fueling the power of Gyro Ball even further. Anyway, Ingrain at level 35 may seem like a fun way to heal, but so is using healing items. Selfdestruct at level 38 can help win a fight or two before it evolves, but it won't gain any EXP from it, so... yeah. Finally, upon evolving at level 40, it learns the powerful Grass-type Power Whip, which hits with 120 power and is a Physical-based attack. Its 85% accuracy is a shame, but not too bad. It's a very strong attack, particularly with Ferrothorn's decent attack. It gets Iron Head to replace Metal Claw at level 46, but that's about it for worthwhile moves.
Does it learn any TM moves that can help? Early on, no, not really, because its Special Attack is absolutely dismal. Actually, Payback is alright for hitting with 100 power, since Ferroseed is clearly slower than any foe. After evolving and later in the game, you can consider Shadow Claw (Payback is still probably better), Aerial Ace for more coverage, or, uh... well, there's Bulldoze, but it works against powering up Gyro Ball. Rock Polish is also an option to speed up Ferrothorn, but it'll seriously take two uses to outspeed stuff (well, most stuff). Toxic is helpful to whittle away at the foe's HP even more, plus you can combo that with Sandstorm to do just so much residual damage it's not even funny. Seed Bomb is a great Move Tutor move for it, plus it costs only 6 Red Shards in Driftveil City. You can also teach it Iron Head there for 4 Red Shards if you don't want to wait until level 46 and are sick of Metal Claw, but you should also have Gyro Ball, so don't get greedy.
All and all, Ferrothorn is a defensive Pokemon with a kick. It is very sturdy, plus you can set up with it nicely. It lacks the brute force Aggron has or the uber defenses that Probopass has, but it has its own strategy and it tends to work out pretty well. If you like crazy fun stuff like this, hey, go for it. It'll serve you pretty well.
The tiny Tynamo may look a little unimpressive at first, but it packs the Levitate ability. So what. Well, it's an Electric-type Pokemon, meaning that gets rid of the one weakness it has: Ground-type attacks. Tynamo and its evolutions fall into the same category of "weaknessless" Pokemon as Sableye and Spiritomb before them. That's pretty neat. Tynamo evolves into Eelektrik at level 39, and it is pretty worthless to use before then, as it can learn only four attacks. That's pretty awful. Once it evolves, though, you can evolve it immediately using a Thunderstone into Eelektross; once you do so, though, it won't learn any new moves by leveling up, but that shouldn't be a big deal. I'll elaborate more on that in a moment. Know that Eelektross' Attack and Special Attack are both very respectable (its Attack is definitely a notch higher, though), while its defensive stats and HP leave it capable of taking hits. The downside is its Speed, which is pretty slow, but at least the rest of its stats and total lack of weaknesses make up for it.
Tynamo starts out with Charge Beam, Spark, Tackle, and Thunder Wave. That's it. Unless you feel like wasting 4 Blue Shards on Magnet Rise, haha. That'd be just plain silly. You have to baby it until it evolves, so slap that Exp. Share on and make your way forward through the game for awhile. Once it evolves at level 39, it learns Crunch, which is pretty cool, but then you're faced with a predicament; you can evolve it right away, but then fail to learn any new moves, or you can hold it off until you learn the moves you want to learn. Eelektrik gets: Thunderbolt at level 44 (there's a TM for that); Acid Spray at level 49 which hits for some Special-based Poison-type damage, but also lowers the foe's Special Defense by two stages; Coil at level 54 to raise its Attack, Defense, and Accuracy by one stage; and then... some other moves that are either TM moves or not worth your time. Either as an Eelektrik or Eelektross, you can take it to the Reminder Girl and swap a Heart Scale to reteach it Discharge to substitute for Thunderbolt until you get the TM (although Discharge is pretty nice anyway). As an Eelektross, you can also reteach Crunch whenever you want, as well as Crush Claw, which hits for moderate power but has a 50% chance of lowering the foe's Defense by one stage.
What about TMs? Well, that's where Eelektross really shines, and that should help make your decision to evolve it early a wise one. You'll be later on in the game when you can evolve it, so I'll just list all of the good TMs it can learn. Acrobatics is probably the best one to consider, since it hits just so hard (110 power Flying-type attack!) if you don't have an item equipped. Flamethrower, Rock Slide, and even Dragon Claw are all appropriate options for it, and it has the attacking stats to use either Physical-based or Special-based attacks just fine. Dragon Tail is a possibility to force the foe to switch, but probably isn't worth your time. It can also learn a lot of Move Tutor moves: Signal Beam is a possibility for dealing with Psychic-, Grass-, and Dark-types for a mere 4 Red Shards, while Fire Punch and even ThunderPunch are possibilities for 10 Red Shards, although Flamethrower and Thunderbolt hit harder; Iron Tail can be gotten for 6 Blue Shards in Lentimas Town, while Aqua Tail costs 8 and is neat for it, too, plus it can even get Superpower for 10 Blue Shards if you're in need of a Fighting-type attack, but you'll want to switch out afterwards to get around its Attack and Defense drop; in Humilau City, it has access to even more moves, most notably both Giga Drain and Drain Punch for 10 Yellow Shards. It's a steep price, but it's well worth it and helps heal back some of the HP lost while the foe hit first. Take your pick, though, because you probably don't need (and probably can't afford) both, although it's not too bad if you have both.
Overall, Eelektross has a lot going on for it. It is the slowest of the main Electric-type contenders, but has some balanced attacking stats and even decent defenses. Its lack of weaknesses is a definite strong point. What really makes Eelektross shine, though, is its huge pool of moves it can learn and use well. Being adept at both Physical- and Special-based attacks is something no other Electric-type you can get can brag about. I'd definitely give some good recommendations for Eelektross. The main downside is waiting about 10 or more levels for it to evolve. That stinks. But it could be worse, at least. Its lack of super-powerful stats like Haxorus or Darmanitan also holds it back from a perfect rating, as does its low Speed.
Shortly after entering the Chargestone Cave, you'll run into Bianca. She'll say some stuff about the magnetic rocks in here and will then run off. Follow her and then push the magnetic rock (the floating stone thing) over to the left. Pick up the Full Heal close by, too, then head north.
Push the magnetic rock by the ledge over to the right. There are steps heading to the north and to the east. Head east and you'll find a Scientist using a Magneton L30. Push the magnetic rock to the right and you'll reach a Max Repel. Go back to the steps and go north instead, then you'll find a Guitarist with an Emolga L30. Head up to the ledge and press A right beneath the floating rock (it's way high up so you can't push it) to find a hidden Yellow Shard, then head over to the east to find a Hyper Potion. Then, push the top rock to the left and the bottom rock down south, and continue going east.
From there, head north and then east directly up the steps to find a hidden Hyper Potion, but otherwise head south from the fork in the road to reach a bridge.
As you cross the bridge, you'll hear a familiar fast-speaking voice, talking about people, Pokemon, and friendship. But that's about it. Keep going and then push the rock south so you can get on over there and fight the Ace Trainer. Watch out, though! He battles you in a Triple Battle! He's got a Sandslash L33 (right), Unfezant L33 (middle), and Klink L33 (left). Take him down, then head south and push the bottom-most crystal forwards and go on over there to pick up a Magnet, which boosts the holder's Electric-type attacks' power by 20%. Nifty! Go back to the Ace Trainer and then head down the stairs.
Chargestone Cave B1F
|Chargestone Cave B1F|
|Joltik||/||Lv. 28 ~ 31||39%|
|Klink||Lv. 29, 31||24%|
|Ferroseed||/||Lv. 29 ~ 30||20%|
|Shaking Grass / Swirling Dust||Level(s)||Rarity|
|Drilbur||Lv. 28 ~ 31||100%|
Down here, follow the path until you see two people. Talk to them and they'll give you a Nugget and a Big Nugget (!!). You'll be able to sell this for a staggering $30,000 to the right guy, but he's not available until after beating the game, as he's in Icirrus City. Either way, hold onto it.
Head on over to the west to find some stairs that lead back up towards the entrance. You can jump down that ledge to leave the cave if you want, but keep in mind it's a one-way jump. You can talk to the lady up there to receive the Funfest Mission Look for an Achievement to Shine (translation). South of her is a PKMN Ranger with an Ampharos L34 on his team. He'll give you a Chesto Berry after beating him. Just south of him is a Carbos hiding beneath the floating rock.
Go back over to the guys who gave you the Nuggets and then head north instead. Up there, head west and then north to find a hidden Ultra Ball down the corridor, then head east to find a Doctor with a Solosis L32 and a Gothita L32. After beating him, he'll heal up your Pokemon, and will do so each time you talk to him. Awesome! Just to the east of the Doctor is an Iron and a PKMN Ranger with a Minccino L33 and an Excadrill L33. She gives you a Chesto Berry after beating her.
Head back to the Doctor and then head north to find a Researcher with a Joltik L32 and a Golbat L32. Push the magnetic rock just to the west of her west, then walk over there to find a Revive. Now go back to where you pushed that rock and push the other nearby one north. You'll see Bianca there, as well as stairs leading down (to the left) or up (to the right).
Taking the stairs down is essentially optional, so feel free to skip that part if you want and just proceed over to Chargestone Cave 1F, but otherwise check out B2F by going down the stairs!
Chargestone Cave B2F
|Chargestone Cave B2F|
|Joltik||/||Lv. 28 ~ 31||36%|
|Klink||Lv. 29, 31||21%|
|Ferroseed||/||Lv. 30 ~ 31||20%|
|Shaking Grass / Swirling Dust||Level(s)||Rarity|
|Drilbur||Lv. 28 ~ 31||100%|
Near the stairs, you'll run into a Guitarist. She's got a Zebstrika L33. Push the magnetic rock beneath her to the right or down (you save a little time pushing it to the right), grabbing the Escape Rope in the corner should you want.
Head over to the east and head up to fight an Ace Trainer with an Archen L34 and an Electabuzz L34. Just to the north of him you'll find a Thunderstone, which can be used to evolve Eevee into Jolteon or Eelektrik into Eelektross. Handy.
Now go south until you find an Ace Trainer who'll fight you in a Rotation Battle. Uh oh! She's got a Stoutland L33, a Krokorok L33, and a Ferroseed L33. Climb down the nearby stairs and you'll have to fight a Hiker, who uses an Onix L32 and a Boldore L32. Follow the path over until you find the Metal Coat, which raises the power of the holder's Steel-type attacks by 20%, but it can also be given to an Onix and then traded to evolve it into Steelix.
If you keep following the path, you can find a hidden Electric Gem, too, but that's all there is down here, so go on back up the stairs to where Bianca was, except go up the stairs back to 1F.
Chargestone Cave 1F
From the stairs, head south and you'll find an Ace Trainer. She'll use a Tirtouga L34 and a Magmar L34. To the west of her leads you to a magnetic rock you can push to lead back towards the start of the Chargestone Cave, while you can go south to find a Hiker with an Aron L32 and a Nosepass L32, as well as a Carbos right by him.
Go back to the Ace Trainer and then head east to find the exit out into Mistralton City!