Seaside Cave

Seaside Cave

Seaside Cave 1F
Wild Pokemon Types Level(s) Rarity
Woobat Woobat Psychic / Flying Lv. 34 ~ 36 35%
Golduck Golduck Water Lv. 34 ~ 36 35%
Seel Seel Water Lv. 35 10%
Boldore Boldore Rock Lv. 35, 37 15%
Tynamo Tynamo Electric Lv. 37 5%
Shaking Grass / Swirling Dust Level(s) Rarity
Excadrill Excadrill Ground / Steel Lv. 34 ~ 37 100%
Surfing Types Level(s) Rarity
Frillish Frillish Water / Ghost Lv. 25 ~ 40 70%
Seel Seel Water Lv. 25 ~ 40 30%
Surfing (in surfacing fish) Level(s) Rarity
Seel Seel Water Lv. 25 ~ 40 60%
Jellicent Jellicent Water / Ghost Lv. 25 ~ 40 30%
Dewgong Dewgong Water / Ice Lv. 30 ~ 40 10%
2 starSeelDewgongPokemon Review: Seel & Dewgong
Seel Sprite
Dewgong Sprite
Water / Ice

One of the original icy Pokemon, Seel makes a return in Black 2 and White 2, which is rather interesting. Though the chilly-looking Seel may be just a pure-Water-type, it evolves into Dewgong at level 34, which is a Water/Ice-type as its looks would imply. The sleek Dewgong unfortunately lacks such sleek stats, possessing rather underwhelming, average stats at best, aside from some ok Special Defense. On the bright side, none of its stats are terrible, but you're really not getting anything more than average out of it. It has either the Thick Fat or Hydration ability. Thick Fat halves the damage it receives from Fire- and Ice-type attacks, which helps, since it would normally receive just neutral damage to Fire-type attacks, while Hydration heals it of all major status conditions between turns if the weather is rainy, which works great in conjunction with Rest. Both abilities are decent; Thick Fat is better if you aren't planning on giving anyone on your team Rain Dance.

Assuming you catch Seel at level 35, it starts with Aurora Beam and Brine for Special-based attacking moves, while it also has Aqua Jet to compensate for its lackluster Speed and then Aqua Ring for some lackluster healing between turns. If you happened to catch a lower-level Seel, it may also have either Ice Shard (an Ice-type Aqua Jet) or Rest, plus it gets Sheer Cold when it evolves into Dewgong at level 34 (but only at level 34; you'll have to swap a Heart Scale if you caught the level 35 one). I don't recommend Sheer Cold, though, due to its lack of accuracy. Anyway, it gets Take Down at level 39, which is bad. Dive at level 45 isn't particularly great, but the good news is it will let you dive in the Abyssal Ruins, which will net you enough money and treasure to make millions of Poke Dollars, so that's actually helpful — just keep in mind that it's considered an HM move, so you can't remove it once you've learned it until you go to the Move Deleter. Aqua Tail at level 49 is kind of cool, but Surf is better for most purposes. Ice Beam is great, but level 55 stinks for it, plus you'll be getting the TM for it soon, anyway. Some useful moves that it can relearn as a Dewgong by swapping Heart Scales are Signal Beam and Icy Wind, which may save you some shards.

It learns very, very few TM moves. Ice Beam is a definite must-have for it, as-is Surf (HM). Waterfall is a possibility if you want Water-type damage that's safe to use in Double Battles, but replace it with Aqua Tail at level 49 for sure (or pay 8 Blue Shards). What other useful moves does it have? Uh, well, that's pretty much it for attacking moves, aside from the moves that seemingly every Pokemon can learn. Hail is good in conjunction with Blizzard to raise its accuracy to 100%. Rain Dance boosts the power of its Water-type attacks, plus it works well with Rest if you have the Hydration ability going. Move Tutor moves are where it gets interesting. For 4 Red Shards in Driftveil City, it can get Drill Run, which is an 80-power Ground-type attack with a high critical hit rate. That's actually pretty cool to have on a Water-type. Iron Tail is available for 6 Blue Shards in Lentimas Town, too, though it's not necessarily the best move for it — just an option.

Really, when looking at Dewgong, it's important to ask why you are not using a more obvious choice. Golduck has that same "average" feeling, but it has better stats in general, plus you get it at the beginning of the game. Walrein is a superior Water/Ice-type, and even it isn't perfect, so why would you want to use something much more underwhelming? Lackluster is a good way to put Dewgong. It isn't really that good, but it's not really that bad. I don't recommend using it, though, but at least it isn't a terrible option if you happen to like the thing.

Head south from the entrance to find a Battle Girl. She uses a Heracross L47. South of her, in that little pit, you can find a Full Restore exposed in the open. Now go back to the Battle Girl and then hop down the ledge to the PKMN Ranger, who uses a Vibrava L46 and a Gligar L46. She'll give you a Persim Berry after beating her. There's also a Blue Shard hidden nearby her.

You can now jump either to the east or to the south. Jumping south leads you to a Dive Ball and then down towards a bridge. There's another PKMN Ranger down there with an Onix L46 and a Lairon L46. He'll give you another Persim Berry after your win. South of him, you'll find a Black Belt with three Roggenrola. These guys were all blocking your path earlier if you tried to access the Seaside Cave from Undella Bay, but as you approach him, he'll challenge you to a fight. He's got a Roggenrola L44, a Roggenrola L44, a Roggenrola L44, and, you guessed it, a Roggenrola L44. After beating him, he'll head off and take his band of boulders with him, giving you quicker access into the Seaside Cave.

That's all there is down there, though, so you're going to need to go back to the entrance (by where the Battle Girl was) and jump down, but this time jump over to the east. Doing so leads you to a path that you can follow down to find some water as well as a Black Belt with a Scrafty L47. Use Surf to cross the water and pick up the Heart Scale on the little island, then head north. It's a long trek, but it'll take you right to where you need to go.

At the shore there, there's some stairs leading down to another floor, and then some steps leading up to a boulder-lookin' thing. Head up the steps and then north to the rock, which is hiding a Calcium. Assuming you've gotten the Colress MCHN from Colress on Route 22, you'll be able to use it on the thingy by pressing A on it. Doing so will reveal it to be a Crustle L42 that you have to defeat. You can leave out the exit, which will take you over to the Plasma Frigate, but I'd recommend continuing to explore the rest of the Seaside Cave by taking the stairs downstairs first.

Seaside Cave B1F

Seaside Cave B1F
Wild Pokemon Types Level(s) Rarity
Woobat Woobat Psychic / Flying Lv. 39 ~ 41 35%
Boldore Boldore Rock Lv. 39, 40, 42 35%
Golduck Golduck Water Lv. 40 20%
Eelektrik Eelektrik Electric Lv. 42 5%
Shuckle Shuckle Bug / Rock Lv. 41 5%
Shaking Grass / Swirling Dust Level(s) Rarity
Excadrill Excadrill Ground / Steel Lv. 39 ~ 42 100%
3.5 starShucklePokemon Review: Shuckle
Shuckle Sprite
Bug / Rock

Shuckle is pretty much the epitome of defensive Pokemon out there. It's a Bug/Rock-type, and its defensive stats are the highest in the game, higher than any other Pokemon's, legendary Pokemon included. At level 100, Shuckle's Defense and Special Defense both top 500 with ease, just to give you a measure of its defensive might. However, its Attack, Special Attack, and particularly Speed are downright awful. Shuckle is not meant to attack, though; it's meant to defend and stall. It has either Sturdy or Gluttony for abilities. Sturdy, you're probably already familiar with, keeps it alive on the extremely rare off-chance it is knocked out in one hit with full HP, while Gluttony allows it to consume any held berry when it is at 50% of its health instead of its usual. Sturdy is actually the worse of the two for it, because the odds of it getting knocked out in one hit are pretty slim, though you probably won't have berries on it most of the time anyway, so really either is ok for it.

When you catch it in the Seaside Cave, it'll start out with some odd moves. Power Trick is one of the potentially awesome moves for it, because it swaps its Defense stat with its Attack stat, giving it an extremely high Attack stat but making it fragile as can be. It's slow as it as, so it's a very risky attack for it, but it's certainly something to consider. Shell Smash is another option, which lowers its Defense and Special Defense by one stage, then raises its Attack, Defense, and Speed by two stages. The problem is, those stats are already so low that even doubling them isn't going to make a difference, and lowering its defensive stats kind of takes away from its strategy. Rock Slide is a standard attacking move for it, but its Attack is just so terrible that you're probably not going to want to keep it. It gets Guard Split and Power Split at level 45. Guard Split splits its Defense and Special Defense with the foe's Defense and Special Defense (good for your allies), while Power Split is the same, except for Attack and Special Attack, and can really cripple the foe's stats while giving Shuckle some stats to attack with as long as it's out. At level 49, it gets Stone Edge, but really, once again, it doesn't have the attacking stats for it unless you use one of the aforementioned moves to pump its Attack up. Some other useful moves for it that can be retaught are Encore to force the foe to use the same attack for the next several turns, allowing you to plan accordingly. Safeguard can also be helpful for preventing status conditions, but the problem with that is it's slow, so it won't be able to pull it off before the foe afflicts you with something.

TM moves are what can help give it some extra options. Toxic is definitely one of the best moves for it, because it poisons the foe and will whittle away at the foe's health every turn. It'll do enough damage to knock out the foe in six turns, in which time you should spend setting up other things, such as Sandstorm to do an additional 1/16 damage each turn while also raising its Special Defense by 50%. Rest is helpful to keep replenishing its HP, since it actually doesn't have to attack once it has Toxic and Sandstorm set up. Flash is very helpful to help lower the foe's accuracy, hopefully making it less likely that they will even be able to hit it. Gyro Ball will hit fairly strong for it, since its Speed is so awful. Struggle Bug can be used to lower the foe's Special Attack. Dig works like a pseudo-Protect, which renders it immune for a turn, although Protect is a much better option if you can earn the 6 BP needed to buy the TM, since you can alternate that and Dig. Attract can work much nicer than Flash against foes of the opposite gender, but it can be unreliable since that is a requirement.

All things considered, Shuckle is a Pokemon with a very specific duty. Unlike most defensive Pokemon, Shuckle is so dedicated to it that it can actually fulfill that duty well. It's just absolutely essential to put Toxic on it at bare minimum. You'll need a lot of patience to use it, but if that's your strategy, hey, you'll probably love how sturdy Shuckle is.

Down here, you're going to need a lot of Strength. Yup, that's right, you've gotta push boulders all around. You won't be able to move any of the boulders to the right just yet, so start by heading south and pushing the boulder there into the hole, although you may want to pick up the nearby Max Repel first.

Past that boulder is a Battle Girl with a Mienfoo L47. Alright, now the fun part. Push the first boulder into the hole to the left, then walk over and push the next one north into the hole. That will let you push the one above it forward one, but then you'll have to go around and push it to the side into the hole. Head inward and push the boulder south, then push the next boulder once to the right and twice north so it falls in the hole. Pick up the Rare Candy there, then push the next boulder north two and then right one.

Follow the path until you find another Black Belt. He uses a Gurdurr L47. After beating him, head up the nearby stairs to reach the first floor again.

Seaside Cave 1F

Climb up the steps nearby and you'll find TM06 (Toxic) sitting up by the rocks there. This can be a useful TM for some of your defensive Pokemon, because it afflicts the foe with a poison that grows stronger each turn.

Make sure you DO NOT JUMP DOWN THE LEDGE DIRECTLY TO THE SOUTH OF THE TECHNICAL MACHINE, otherwise you'll wind up all the way back at the very beginning! Instead, head back down the steps and hop down the ledge there so you'll be at the end, back by the Crustle.

Now head back to where that Crustle was and then exit out into the beach where the Plasma Frigate has anchored!

Frigate Woes!

Depending on whether you're playing Black 2 or White 2, your trip to the Plasma Frigate will change rather drastically, particularly after you've gotten inside of it. Because of this, make sure you're reading the appropriate section for your version!