Reversal Mountain (Outer)
|Reversal Mountain (Outer)|
|Skorupi||/||Lv. 31, 33||30%|
|Trapinch||Lv. 32, 34||15%|
|Drifblim||/||Lv. 32 ~ 33||20%|
|Skorupi||/||Lv. 35, 37||30%|
|Grumpig||Lv. 35, 37|
|Camerupt||/||Lv. 35, 37|
|Skarmory||/||Lv. 36, 38||15%|
|Drifblim||/||Lv. 36 ~ 37||20%|
|Shaking Grass / Swirling Dust||Level(s)||Rarity|
|Audino||Lv. 31 ~ 34||100%|
The little scorpion bug, Skorupi, starts off as a Bug/Poison-type, but it evolves into the interesting Dark/Poison-type Drapion at level 40. While level 40 may seem like a lot at a glance, you get Skorupi at between level 31 and level 37, so it's not so bad. Drapion has some pretty rounded stats all things considered, but has a lot more Defense. Its Speed is also pretty nice, as is its Attack. Since it has only one weakness (Ground), it's also pretty resilient. It has either the Battle Armor or Sniper ability. Battle Armor prevents any critical hits against Drapion, while Sniper raises the damage it deals with its own critical hits from 2x the usual damage up to 3x, which can be a huge amount of damage. Giving it the Scope Lens can be handy to raise its critical hit rate even more, plus it has some moves that have an increased critical hit rate anyway.
Skorupi starts with some interesting moves. Poison Fang hits for weak damage, but it has a 30% chance of badly poisoning the foe, which will add a lot of residual damage. Hone Claws can be used to raise its Attack and Accuracy, which is ok, but its attacks are all accurate anyway. At level 34, it gets Toxic Spikes, which is a nice move against Trainers with a lot of Pokemon on their team, since it will poison any Pokemon that come out afterwards. At level 38, though, it gets Night Slash, which is definitely one of the better moves for it — particularly after it evolves. It's a fairly strong Dark-type attack, but it has a high chance of a critical hit, which works wonderfully with Sniper. After evolving, it gets just three more moves; only two are really worth it, though: Crunch at level 49 and Cross Poison at level 57. Crunch is more powerful than Night Slash and should be used on Drapion if it has Battle Armor, but otherwise you'll appreciate the brutal damage Night Slash can deal with Sniper. Cross Poison is a lot like Night Slash, except it's Poison-type and has a 10% chance of poisoning the foe, too, so it's a good attack for Drapion. You can also reteach several moves by the Reminder Girl: Fire Fang, Ice Fang, and Thunder Fang give it some nice variety, while Acupressure can be retaught to help boost either its stats or an ally's stats, raising one stat at random by two stages.
It can also learn a lot of TM moves. X-Scissor, Rock Slide, and Dig are all good choices to consider early on and even later on in the game. Those are actually all the attacking moves you'd really need for it before beating the game. Snarl is actually a possibility, despite its lower Special Attack, to do some damage and also lower the foe's Special Attack at the same time. Since Drapion's Special Defense is alright, but not great, that can help raise its resilience. Even though it can learn a lot of TM moves, there just aren't all that many that it really needs. For Move Tutor moves, it gets Iron Tail for 6 Blue Shards and Aqua Tail for 8 Blue Shards in Lentimas Town.
All things considered, Drapion is an ok Pokemon. It's not great, but it's not really too bad, either. Its unique typing gives it just one weakness, plus it has pretty sufficient defenses and attacking stats to go with it. It's also way faster than you'd think and will outspeed most things out there that aren't really fast. Plus Sniper hits hard, too. But its moves aren't super powerful and there's nothing that really gives it a lot to stand out. Feel free to use it if you'd like.
The little Spoink is yet another Psychic-type, though it and its evolution, Grumpig, are only available in Black 2, where it competes with Gothitelle. It evolves into Grumpig at level 32, which should be virtually immediately after you catch it. That's nice. It also means you can just consider Grumpig rather than having to waste too much time thinking of its earliest form. Grumpig's stats tend to be more defensive, particularly in the Special Defense department. Its Special Attack is ok and its Speed is higher than most of the Unova Psychic-types, while its Attack is thankfully miserable, allowing it to focus on its other stats. It has either the Thick Fat or Own Tempo ability. Thick Fat halves the damage it receives from Fire- and Ice-type attacks, while Own Tempo prevents it from becoming confused. Either are fine abilities for it and help from time to time.
Its moves are regrettably lacking, though. When you catch it, it'll be packing Rest and Snore, which isn't the greatest combo in the world, but it can do some damage against weaker things while keeping Grumpig's HP up. Power Gem at level 35 (as a Grumpig) is a Special-based Rock-type attack, which gives it something unique the other Psychic-types can't say they have. It gets Psyshock naturally at level 42, which deals damage based on the foe's Defense stat rather than Special Defense, which can be alright. It gets Psychic rather late naturally, all the way at level 52 — you'll be best off just teaching it from a TM. Lastly, it gets Bounce at level 60, which, eh, is not that great.
For TMs, it gets Energy Ball, Charge Beam, and Shadow Ball (very soon) right away, plus it'll have Psychic before too long, too. Psychic is a must-teach, since it learns it so late. Support moves to consider for it are Light Screen and Reflect (particularly Reflect) to add to its defenses. It has the Speed to pull them off fairly well. Thunder Wave is also a good debilitating move. It can learn a whole ton of Move Tutor moves, but very few are really worthwhile. Signal Beam is a good possibility for it for a mere 4 Red Shards, while Icy Wind is actually a fair (although weak) Ice-type attack that lowers the foe's Speed, which can often help make it faster than its foes.
The problem with Grumpig is its inability to stand out from the rest of the Psychic-type crowd. It has the weakest of the combined stats, although part of that is due to its very low Attack (which doesn't matter). Its Speed is less than Espeon and Sigilyph, but higher than the Unovan Psychic-types. Its Special Attack, though, is the lowest (outside of Swoobat, but it isn't even in the running). Even though it has decent defensive stats, Gothitelle outclasses it and is typically a better choice. Grumpig also doesn't have access to cool moves, so it really is just outclassed by pretty much all of the other Psychic-types in one way or another — other than Swoobat, of course. But that's not to say that Grumpig is unusable; keep in mind that the ratings are also comparative to other Pokemon, and there's just too many better choices.
The fiery camel, Numel, is only available in White 2. It evolves into Camerupt at level 33, which isn't too far away at all, meaning you'll be set for it pretty much immediately. Both are a Fire/Ground-type, which gives it a heavy weakness to Water-type attacks as well as a weakness to Ground-type attacks, but that's it. It's a glaring weakness, but one that should be easy to spot. As a Camerupt, it has high Attack and slightly higher Special Attack. Its defensive stats aren't spectacular, but they're sufficient enough. Its Speed, though, is very low. For abilities, it completely changes when it evolves. As a Numel, it has Oblivious and Simple; when it evolves, Oblivious becomes Magma Armor and Simple becomes Solid Rock. You're definitely going to want to evolve, so I'll just tell you those abilities. Magma Armor prevents it from being frozen, which isn't really a big deal at all, while Solid Rock reduces the damage it receives from Super Effective attacks by 25%, lessening the blow a bit (but probably not enough to save it from a Water-type attack). Simple/Solid Rock is a better choice, though.
For moves, it starts off with several decent ones. Provided your Numel isn't the level 37 variety, it'll have Lava Plume for a nice Fire-type attack that has a high chance of burning the foe (30%). It also has Earth Power for a strong Special-based Ground-type attack, which is pretty nice. Curse raises its Attack and Defense, but lowers its Speed — its Speed is already so low anyway that it shouldn't matter, so that stat boost is nice. When it evolves at level 33, it gets Rock Slide, which is a pretty nice Rock-type attack. If you catch a higher level Numel or evolve it later, don't worry, because you should already have the TM anyway. As a Camerupt, it gets Yawn at level 39, which is actually quite helpful, particularly if you plan on setting up. You can use that in combination with a Moomoo Milk or Hyper Potion afterwards (if you need it) and then do whatever you want while the foe sleeps, including spam Curse or just attack viciously. Most importantly, it gets Earthquake at level 46, which is awesome and should be a very strong attack for it. It can easily replace Earth Power, especially since you can pump Earthquake up with Curse. At level 52, it gets Eruption, which has a massive 150 power if used at full health, but it's power drops substantially as Camerupt's HP drops. Since it is very slow, it's not a very reliable attack for it, although Rock Polish (see TMs) may help if that's the route you want to go.
Speaking of TMs, Bulldoze is a possibility to slow down the foe, although it probably won't be enough to give Camerupt the edge unless you use it twice. Rock Polish is a move you can teach it to help remedy that problem, which doubles its Speed the first time you use it by raising its Speed two stages, and it'll be triple the base amount the second time you use it. That'll give it enough Speed to outspeed a lot and is definitely worth considering, although not in conjunction with Curse (obviously). Sunny Day is an excellent move for Camerupt, since it will half the power of Water-type attacks and it will even boost the power of its own Fire-type attacks by 50%. Don't count on it to save you against your run-of-the-mill Water-types, though, because they'll likely outspeed you before you can even set it up. For Move Tutor moves, Heat Wave for 10 Yellow Shards in Humilau City is pretty much the only real option for it. Iron Head isn't worth considering, since Fire- and Ground-type attacks cover everything a Steel-type attack would.
At the end of the day, Camerupt is a fairly good Fire-type, but it's just very slow. That slowness is a huge hindrance in the world of speedy, effective Fire-types like Magmar/Magmortar, Darmanitan, and Simisear blow it away, while Chandelure isn't as fast, but it's so darn powerful. Excadrill is also vastly superior as far as Ground-types go. Camerupt is easily outclassed by all of them. It's not that bad and at least learns moves to keep its steam going, but there's just so many other choices that really leave the camel lost in the desert.
Drifblim is Ghost/Flying-type Pokemon that resembles some sort of cheery, ghostly hot-air balloon. It evolves from Drifloon, although you catch it as a Drifblim, so don't need to be hassled with evolving it yourself. It has outrageously high HP, then decent Special Attack, Attack, and Speed (not great, but decent). Its defensive stats are very low, though, but its high HP helps to compensate for that and effectively gives it average defenses. It has either the Aftermath or Unburden ability. Aftermath hits the foe for 25% of their max HP if Drifblim is knocked out by a direct attack, while Unburden doubles its Speed if it consumes a held item while it's in battle (such as a Berry or Gem). Neither are really incredible for it.
It starts off with Stockpile for sure, which is a good move for Drifblim anyway, as it raises both its Defense and Special Defense by one stage. It may not be lightning fast, but it typically has enough Speed to pull it off before it's hit, which is great to help compensate for its low defenses. It gets Spit Up and Swallow at level 34, which both play into Stockpile, allowing Drifblim to attack with the Stockpile count (with Spit Up) or to recover its HP (with Swallow). The amount of damage or recovery depends on how many times Stockpile was used, but keep in mind that, after using either of those attacks, the defensive boosts are reset. Swallow isn't important in-game, since you have healing items, but Spit Up can hit surprisingly hard if you stock up on Stockpile two or three times. It's a good way to end a fight. It gets Amnesia at level 46 to double its Special Defense (well, raise it by two stages), but then it learns an interesting support move in the form of Baton Pass at level 52. That switches Drifblim out for another of your Pokemon (your choice), but also passes along any stat boosts or positive effects. Thankfully, Drifblim actually has the moves to make use of that, and your allies would greatly appreciate the defensive boosts of Stockpile or Amnesia. It gets Explosion at level 60, which will hit pretty darn hard, although cost Drifblim its time in battle. Using the Reminder Girl in the Pokemon World Tournament, you can also reteach Minimize and Focus Energy to pass along with Baton Pass, or you can teach Ominous Wind and hope to get lucky
For TMs, one move I intentionally left out from the learned moves was Shadow Ball, because you can get the TM for it as soon as you arrive at the upcoming Stranger House, which is literally right around the corner. That's a great attack for Drifblim and should be taught right away. It can also make use of Acrobatics, although in a very interesting way: if you start with an item and consume it, Unburden doubles its Speed while Acrobatics' power doubles as well, so slapping a Flying Gem (if you can get one) on your Drifblim assures it will do some massive damage, since it consumes the Gem and then will double the power of Acrobatics. Or you can just go itemless the whole time and use Acrobatics from the get-go, without having to renew your Flying Gem supplies (you can get these in the Chargestone Cave's swirling dust, preferably using Super Repels). Charge Beam is definitely something to consider, too, since it does some damage and potentially raises its own Special Attack (which it can then either use or pass along with Baton Pass). Fly (HM) is an option, too. Thunderbolt can be taught towards the end of the game, while you'll get the TM for Psychic before too long. Will-O-Wisp can quickly cripple the foe's Attack and cause residual damage while you set up, or Thunder Wave can paralyze the foe and slow them down substantially. It can also set up both Rain Dance and Sunny Day to potentially help your team as well. For Move Tutor moves, Icy Wind for 6 Blue Shards in Lentimas Town is worth considering, particularly in a Double or Triple Battle, while Tailwind for 10 Yellow Shards in Humilau City can help raise your whole team's Speed for a couple of turns (but probably isn't needed).
Drifblim has a very interesting strategy that it can pull off reasonably well, at least once you get it to level 52 so it can Baton Pass. But if you don't want to go that route, you can also just spam Stockpile to boost its defenses, then slowly sap away at the foe's HP. It lacks the oomph of Chandelure, but it brings some clever options to the table and can definitely be considered if you like using interesting tactics.
The Steel/Flying-type bird, Skarmory, has a bevy of resistances and key immunities, and has only two weaknesses: Electric- and Fire-type attacks. Its two types complement each other very well. Stat-wise, Skarmory has a massive wall of Defense that, when coupled with its resistances to tons of things, ensure it can endure Physical-based hit after Physical-based hit with ease. Its Attack isn't out of this world, but it's enough to do some damage, while its Speed is about average or so, meaning it's capable of outspeeding a lot of the slower Pokemon (though it's nowhere near lightning fast). Special Defense? Sufficient enough. Special Attack? Terrible. And that's exactly the way you want it to be. It has Keen Eye or Sturdy for abilities. Keen Eye prevents its accuracy from being lowered, while Sturdy ensures it will always live from an attack that would knock it out while its HP is full, which may be nice if something catches you by surprise. Sturdy is definitely recommended over Keen Eye, but it's not a requirement.
One of the interesting moves Skarmory starts off with is Spikes, which sets spikes down onto the field which damage the foe as it enters. You can lay down up to three layers of spikes, too. It's a nice attack in player-vs-player battles, particularly with six Pokemon teams, but it won't really be worth your time in-game, so I'd avoid it until you get into battling other people competitively. Steel Wing at level 34 is a decent attack for it that hits somewhat hard and also has a 10% chance of raising its Defense by one stage. Autotomize at level 39, though, helps its Speed problem by raising it up two stages and also lowers its weight, for better or worse. Air Slash at level 42 shouldn't really be considered due to its abysmal Special Attack, but Slash at level 45 and Night Slash at level 50 are both better options due to them being Physical-based and having a high chance for a critical hit. Night Slash in particular should be prioritized, due to it being a Dark-type attack and giving Skarmory some much-needed diversity.
Unfortunately, as far as TM moves go, it lacks Acrobatics, so you'll have to put up with Fly (HM) for it. Fly is a good option, though, as it hits pretty hard and gives Skarmory some time to stall, since it likes to do that. Rock Slide and X-Scissor are both attacking options that can be used to give it some extra diversity, while Sky Drop can be considered in place of Fly for some stranger tactics, particularly in Double or Triple Battles. Toxic later on is a good option for Skarmory, particularly in conjunction with Fly. Believe it or not, moves like Attract and Flash can both be considered, since they give Skarmory some much-appreciated ability to potentially cripple the foe and score extra attacks. Its defenses are high enough that it isn't mission-critical that the foe succumbs to either of those traps, but it's still a nice way to get them out of your hair. Iron Head for a mere 4 Red Shards in Driftveil City is basically a must-have for Skarmory and should replace Steel Wing. It's fast enough to take advantage of that juicy 30% flinch rate, particularly if it uses Autotomize first.
At the end of the day, Skarmory is a very tough Pokemon to take down, thus making it a great addition to your team. It lacks the offensive might that a lot of other Flying- or Steel-type Pokemon possess, but its Defense is great, its resistances are plentiful, and it has enough options to attack and support with that it'll get the job done pretty well. If you like sturdier Pokemon, you won't be disappointed in Skarmory.
As you can see, there's a whole ton of new Pokemon to find here. There's a Cyclist near the start of the area who uses a Zebstrika L37. Just past him is another Cyclist, this one using an Unfezant L37.
You can head east of her to find a very mysterious house called the Strange House, or you can just continue north until you find the entrance to the Reversal Mountain itself, as well as a Full Heal just to the west of the stairs leading down.
Most importantly, though, you can find TM30 (Shadow Ball) hiding behind the house, on the left side. It's really easy to miss, though, but you have to climb up the steps and then immediately head southwest, sort of around the fence, and then north. Go right up against the back of the house and press A to find the valuable TM. A lot of Pokemon are capable of learning it, and it's a pretty good Special-based Ghost-type attack.
The Strange House is entirely optional to visit, so feel free to skip it, but checking it out is still a cool way to find some new Pokemon and items, including the elusive Dusk Stone.