Giant Chasm

Giant Chasm

Giant Chasm
Wild Pokemon Types Level(s) Rarity
Sneasel Sneasel Dark / Ice Lv. 44 20%
Piloswine Piloswine Ice / Ground Lv. 44, 46 25%
Vanillish Vanillish Ice Lv. 45, 47 15%
Clefairy Clefairy Normal Lv. 44, 46 15%
Lunatone Lunatone Rock / Psychic Lv. 46 10%
Solrock Solrock Rock / Psychic Lv. 46 10%
Delibird Delibird Ice / Flying Lv. 47 5%
Shaking Grass / Swirling Dust Level(s) Rarity
Excadrill Excadrill Ground / Steel Lv. 44 ~ 47 100%
Surfing Types Level(s) Rarity
Basculin Basculin Water Lv. 35 ~ 50
Black 2: 70%
White 2: 0%
Basculin (Blue) (Blue) Basculin (Blue) Water Lv. 35 ~ 50
Black 2: 0%
White 2: 70%
Seel Seel Water Lv. 35 ~ 50 30%
Surfing (in surfacing fish) Level(s) Rarity
Seel Seel Water Lv. 35 ~ 50 60%
Basculin (Blue) (Blue) Basculin (Blue) Water Lv. 35 ~ 50
Black 2: 30%
White 2: 0%
Basculin Basculin Water Lv. 35 ~ 50
Black 2: 0%
White 2: 30%
Dewgong Dewgong Water / Ice Lv. 40 ~ 50 10%
4 starSneaselWeavilePokemon Review: Sneasel & Weavile
Sneasel Sprite
Dark / Ice
Weavile Sprite
Dark / Ice

The wily Sneasel may look rather fierce, but there's one thing that has always kept it from being helpful in-game: the lack of Ice Punch without breeding. This has changed in Black 2 and White 2. Sneasel is a Dark/Ice-type with high Speed, good Attack, and then weak Defense and HP. Its Special Attack is terrible, meaning it should never use a Special-based attack, ever. Surprisingly, its Special Defense isn't so terrible. It evolves into Weavile when it levels up at night while holding the Razor Claw, which can actually be found right in the forest of the Giant Chasm, so you don't have to put up with Sneasel for very long. As a Weavile, it gains a lot of Attack power as well as a bit of Speed and defensive stats. Although Weavile is often thought of as a glass-cannon, its defenses really aren't so terrible, so you don't have to baby it. They're not great, but it can take a hit from a non-super-effective attack just fine. Sneasel can have either the Inner Focus or Keen Eye ability, but regardless of which it has, it becomes Pressure when it evolves, which drains one PP from the foe's move it uses against you, meaning it runs out much quicker.

Sneasel starts off knowing almost all of its moves, so you'll have to swap Heart Scales to reteach anything it might have learned earlier on. It doesn't start with anything too great (Screech, Slash, Snatch, and Punishment), but it has some nice things in its past. Beat Up is its signature move, which has each Pokemon in your party, except ones that are knocked out or affected by a major status condition, hit the foe for some damage. It's a weird attack, but it works amazing in a Double or Triple Battle in conjunction with a Pokemon that has the Justified ability, because it raises its Attack after each hit! Taunt is a possibility, too, but it's really tough to pull off in-game. Anyway, as a Weavile, it has a ton of different moves that can be retaught, too. Night Slash is absolutely the most important one you want to reteach, though, because it hits pretty hard and has a higher chance of a critical hit. Nasty Plot is a weird move to reteach, but its Special Attack is already so low that it isn't really worth it, although it does get Dark Pulse naturally at level 47.

TM moves are really where it's at for Weavile. I'm not even going to bother listing any for Sneasel, since Weavile's where it's at. Dig, X-Scissor, and Poison Jab are options, while Aerial Ace, though weaker, may also provide some fair coverage. It can use Reflect quick as lightning to raise its Defense, as well as your team's Defense, which can help it survive a lot better than without it. It can set up some weather conditions to help your team, too, which is nice in Double or Triple Battles — I'm talkin' about Hail, Sunny Day, and Rain Dance. Although it's a Special-based attack, Snarl can cripple the foe's Special Attack, which is handy against Special-based attackers thanks to Weavile's moderate Special Defense. I don't recommend it, but it's there. Also, just for general weirdness, Surf is a possibility, though that's mostly just for laughs (or if you really need a Pokemon that can Surf). Ok, now 100% the most important move you MUST teach your Weavile is Ice Punch for 10 Red Shards in Driftveil City. It's absolutely worth it! That plus Night Slash gives it some pretty nice attacking moves. It can also get Low Kick for 8 Red Shards, which is nice, because there aren't too many good Fighting-type attacks that can be taught, and at this point in the game, you're bound to run into heavier Fighting-type Pokemon. Iron Tail is a risky Steel-type attack that I don't really recommend, but I thought I'd mention anyway.

In the end, Sneasel and its evolution, Weavile, are both very worthy of consideration. Weavile is in the top percentile of quick Pokemon, while its Attack is also very threatening. As far as Dark-types go, its main competitors are Krookodile, Scrafty, and Zoroark. It actually has considerably higher defenses than Zoroark, plus its Attack is better than all of the alternatives (it ties with Zoroark's Special Attack). Bisharp has higher Attack, but it has its own problems. Ice-types have been pretty rare, but it faces some competition in this cave in the form of Vanilluxe and Mamoswine. It is clearly way faster than either of them and it can keep pace with their stats just fine. I've definitely gotta say that Weavile is a great Pokemon to use, but its downsides are lack of powerful attacks (Ice Punch just doesn't hit has hard as Ice Beam does...) and lack of more diversity like some of the other Pokemon it is compared to. I definitely recommend it for your team, though.

4 starPiloswineMamoswinePokemon Review: Piloswine & Mamoswine
Piloswine Sprite
Ice / Ground
Mamoswine Sprite
Ice / Ground

Piloswine and its evolution, Mamoswine, are some icy swine Pokemon. They are Ground/Ice-type Pokemon, giving them a whole ton of weaknesses, but thankfully they have some rather beefy stats to compensate for it. Piloswine evolves into Mamoswine after it gains a level while it knows AncientPower, which you can relearn by exchanging a Heart Scale in the Pokemon World Tournament. You should try to evolve it as soon as you get it. As a Mamoswine, it has massive Attack, huge HP, and then some pretty decent Defense and Speed. Its Special Defense is low, but its beefy HP makes up for it. It has either the Oblivious or Snow Cloak abilities. Oblivious prevents it from becoming infatuated by Attract or Cute Charm, while Snow Cloak raises its evasion by 20% while the weather is hailing. Snow Cloak is probably the better of the two.

For moves, Piloswine starts off with some decent moves, particularly if you start at level 46, when it learns the all-powerful Earthquake. While that may normally be late, since you get it so late in the game anyway, you'll only have to gain two levels tops to get it, which isn't so bad at all. Since you'll have to teach it AncientPower via the Reminder Girl, it's probably a good time to point out other nice attacks in its past, although really the only one that works well for it is Ice Fang, mostly because it's a Physical-based Ice-type attack (it'll probably do more than Ice Beam will thanks to the huge difference between its Attack and Special Attack). Thrash isn't too bad, either, hitting for a solid 120 power, although it'll lock you into the attack for two to three turns and confuse you afterwards.

While Mamoswine doesn't learn a lot of TM moves, it learns a few that are nice to have. Rock Slide is definitely the most helpful option to give it better type coverage. Hail works very well in conjunction with Snow Cloak, although since it isn't as happy to use Blizzard as it is Ice Fang, it doesn't work as nicely as a combo for it. Bulldoze, while weaker than Earthquake, can actually be helpful for it since it has only decent Speed — it should be faster to outspeed a lot of things, but for the things it can't outspeed, it'll often be able to outspeed if their Speed is lowered by one stage (2/3 their usual stat). That means you can hit a faster Pokemon with Bulldoze and then Earthquake to finish it, getting hit only once, whereas using two Earthquakes (if one wasn't enough to knock it out) would mean a faster Pokemon would strike twice. It doesn't have too many moves to learn, either, which is why I mentioned that approach. Surprisingly enough, it actually has access to both Light Screen and Reflect to help support your team and raise its defensive stats to suit your needs. Its Special Defense is rather lacking, so Light Screen is particularly helpful, but you can swap them around by using TMs to reflect your current needs. Thankfully, it learns a lot better Move Tutor moves. Iron Head for 4 Red Shards is rather fun, is an 80 power Steel-type attack, plus it has a 30% chance of causing flinch. Superpower is a strong 120 power Fighting-type attack, but it lowers its Attack and Defense by one stage after use, meaning you'll almost certainly want to switch it out afterwards to restore its strength.

All things considered, Mamoswine is a real powerhouse. It lacks a lot of diversity in its moves, plus it lacks a strong Physical-based Ice-type attack, but it's really tough to beat the strength of its Earthquakes and you'll find that Ice Fang still hits plenty hard. I'd recommend it, yeah.

4 starVanillishVanilluxePokemon Review: Vanillish & Vanilluxe
Vanillish Sprite
Vanilluxe Sprite

The ice cream cone Pokemon, Vanillish, looks tasty and can make a sweet addition to your team once it evolves into Vanilluxe at level 47, which isn't too far away at all (you catch it either at level 45 or 47). Vanillish actually evolves from Vanillite, but you jump straight to Vanillish as far as finding it in the wild goes. Vanillish's stats are pretty underwhelming, but once it evolves into Vanilluxe, it'll have a nice spread of balanced stats all across the board, pulling above average in everything and even possessing a great amount of Special Attack. It has the Ice Body ability, which restores its HP by 1/16 of its max each turn while the weather is hailing. It's not all that amazing, but it can come in handy for a little bit of healing.

Vanillish starts off with Ice Beam right off the bat, which is great, even though you're just about to get the TM for it. It also has Acid Armor to raise its Defense by two stages, which is actually something worth considering keeping, because that's a substantial amount. The level 47 version packs Mirror Coat to potentially strike back for double damage after being hit by a Special-based attack. As a Vanilluxe, it gets Blizzard at level 59 (you can also teach it via TM if you don't mind spending a few bucks) and lastly Sheer Cold at level 67, which isn't all that great due to its low accuracy, so don't be fooled by it. It can also relearn via the Reminder Girl Weather Ball, which hits for 100 power if the weather condition is Sunny, Rainy, or Hail, plus it takes on that condition's type (Fire, Water, and Ice respectively). Since it can learn Rain Dance as well, it can add a little diversity to its movepool an may work nicely with a Water-type Pokemon of yours.

Unfortunately, it doesn't really get a lot of good TM moves. It also has Ice Beam, so that's not even worth mentioning. You're only looking at attacks like Hyper Beam, Giga Impact, and Facade for attacking moves. Yeah, that's pretty much it, shy of the obligatory Return. Don't bother with any of them. Hail lets you use Blizzard with perfect accuracy, plus you'll even heal a bit of damage afterwards, while Rain Dance can weaken the power of Fire-type attacks and works with Weather Ball. Light Screen is a defensive support move that'll raise your whole team's Special Defense by 50% for a couple of turns. Combine that with Acid Armor and you'll make your ice cream cone pretty hard to melt. It gets Signal Beam for 4 Red Shards, which is actually quite nice, because it lets it handle annoying Psychic- and Dark-type Pokemon with ease. Magnet Rise is an odd move for it to learn (costs 4 Blue Shards), but it gives it an immunity to Ground-type attacks for 5 turns and can work well in Double or Triple Battles where a slower partner intends to use Earthquake on the field.

The main problem with Vanilluxe is its lack of diversity in its moves. It has some great stats, and even though it serves the role of strong Ice-type Pokemon just fine, that's about all you'll really see out of it. If that's all you need, I recommend it, but if you're looking for something more than just an Ice-type attacker, you may want to consider Lapras, Weavile, or Mamoswine instead for more diversity.

3.5 starClefairyClefablePokemon Review: Clefairy & Clefable
Clefairy Sprite
Clefable Sprite

The cute Clefairy is known for its pink appearance and its affinity for the moon, evolving into the larger Clefable when exposed to a Moon Stone. One other thing it is known for is diversity, typically capable of learning tons of TM moves to suit any situation. Black 2 and White 2 is no exception. But first, let's take a look at the Normal-type's stats. Its stats (as a Clefable) are kind of lacking, possessing good HP and Special Defense, having alright Special Attack, average Attack and Defense, and then a bit low Speed (but not terrible). Nothing to get excited about, but it's clear that Clefable prefers using Special-based attacks. It has two possible abilities: Cute Charm and Magic Guard. Cute Charm has a 30% chance of infatuating any Pokemon that damages Clefable with a direct attack and that's of the opposite gender, while Magic Guard prevents pretty much all damage to Clefable outside of damage from attacks, meaning things like Life Orb, Burn/Poison, Sandstorm/Hail, recoil damage, Leech Seed, and so on don't even damage it. Magic Guard is definitely the superior ability. The fact that Clefable has only one weakness — Fighting — is also rather nice.

Once Clefairy evolves into Clefable, it won't learn any new moves, so you should carefully consider which of Clefairy's level up moves you want to learn before evolving it, as that's your only chance. Some moves it starts off with are Body Slam for attacking, which isn't too bad, Moonlight for healing, Lucky Chant to prevent any critical hits on your team for a couple of turns, and then a move that depends on what level you catch it at. The level 44 Clefairy will have the useful Cosmic Power, which raises both its Defense and Special Defense by one stage and can really help make it a very bulky Pokemon to take down, particularly if you use it two or three times in a row, while the level 46 one has Light Screen instead, which can be taught via TM move anytime. Of course, you can always swap Heart Scales to reteach any earlier moves, so don't worry too much if you miss out on Cosmic Power. At level 49, it gets Gravity, which can be a very useful move for Clefable since it lowers all Pokemon's evasion by a ton and also grounds any floating/flying Pokemon. It gets Meteor Mash at level 52, which is a powerful Steel-type attack that has a 20% chance of raising its Attack by one stage, but it doesn't really need a Steel-type attack that badly. Healing Wish at level 55 is a risky attack that knocks out Clefable, but it heals one of your knocked out Pokemon back to full. You've got Revives for your in-game purposes, but it may help out in the Battle Subway or Pokemon World Tournament where they can't be used. Lastly, it gets After You at level 58, which works great in Double or Triple Battles by letting the Pokemon targeted by it act immediately after Clefable. It's kind of slow, though, so it won't be as helpful as you'd like. It can learn a lot of other moves by swapping Heart Scales, too. Encore is a decent setup move that can lock a foe into using a certain attack, which lets you predict what to switch out for or what moves to use next. Sing can put the foe to sleep, but it's pretty unreliable (55% accuracy) — however it works excellently if Gravity is active. Follow Me is very helpful for Double or Triple Battles, because it focuses all nearby single-target attacks to target Clefable instead of the original target. Minimize raises its own evasion, which is nice because Double Team isn't easily available. Stored Power is a Special-based Psychic-type attack with only 20 power, but it gains 20 power for each stage your stats are raised, so after two Cosmic Powers, it is hitting at 100 power, which is pretty nice if that's the route you want to go. Lastly, Metronome, while totally unreliable and not ultimately worth it, is a very fun attack to use just for entertainment, because it will use any attack in the game at random.

You think that's a lot of moves? Well, just wait until you see how many TM moves it can learn. Since it learns so many, switch them around to suit your needs depending on where you're at or what you're expecting to fight. Ice Beam, Thunderbolt, and Flamethrower are all learnable, as are the stronger but less accurate Blizzard, Thunder, and Fire Blast (which all work great in conjunction with Gravity). Psychic and Shadow Ball are viable options for it as well for additional type coverage. Charge Beam can be nice to raise its Special Attack, but it is rather weak. Psyshock can replace Psychic, and it calculates damage using the foe's Defense rather than Special Defense. Sunny Day and Rain Dance are both learnable for setting up weather conditions, plus it can learn SolarBeam, which loses its charge time if the weather is sunny. Light Screen and Reflect are also both learnable for raising your whole team's defensive stats, although Cosmic Power is often times a better option if you feel like flying solo with Clefable. It can learn Dig, but being a Physical-based attack, it's not quite as worth it. Thunder Wave can slow down the foe and sometimes prevent them from attacking, plus it's a lot more reliable than Sing is. Work Up is a great move for boosting Clefable's attacking potential, raising its Attack and Special Attack by one stage.

It doesn't stop there. It can also learn a whole ton of Move Tutor moves. Signal Beam is fun for a Special-based Bug-type attack. It can learn Ice Punch, ThunderPunch, and Fire Punch for 10 Red Shards, but it has access to the much better Special-based TMs, so don't bother with those punches. Likewise, even though it isn't as good, you can put Bounce on it for 4 Red Shards, but it, too, is Physical-based. Hyper Voice for 6 Blue Shards is a great move for it, because it's a Normal-type Special-based attack with an awesome 90 power, meaning Clefable hits very hard with it (for Clefable standards, at least). Icy Wind is something to consider over Ice Beam, as it lowers the foe's Speed afterwards, which may let you get in a second hit since Clefable is pretty slow, but I'd still recommend using Ice Beam instead. Heal Bell can heal your whole team of status conditions and can arguably save you on status healing items, but it's best in the Battle Subway or Pokemon World Tournament where you can't use items. Drain Punch is a viable Fighting-type attack for it, hitting with 75 power and also healing back half the damage you dealt. Though it's a Physical-based attack, the healing may be worth the lower damage output, and Clefable's attack isn't too much lower than its Special Attack.

Clefable winds up to be a good Pokemon. It's not great, thanks to its rather underwhelming stats, but enough moves to keep you from ever getting bored (although make sure you don't remove any move it can only learn as a Clefairy!). That level of diversity is practically unmatched, so if you're looking for something to help diversify your team but don't want to add any unnecessary weaknesses, definitely consider Clefable for that job.

From the entrance, head south until you find two Plasma Grunts. Assuming you've cleared the Plasma Frigate earlier, Hugh will show up from behind, and then the Plasma Grunts will head off, following the direction of another one that shows up. After some dialogue, Hugh will run off, and then the Plasma Grunt will head on after him (although nowhere near as quickly).

Push a boulder right nearby to create a minor shortcut, but more importantly give you access to a place you can Surf on. Surfing to the north there brings you to the valuable TM13 (Ice Beam), which is a top-notch Ice-type attack to teach your Pokemon.

At where the water started, head west (there are a few ways to get there, but they all take you to the same place) until you find a big hole leading down into the ground. Those steps are where you're going to want to go in just a moment, to reach the forest, but there's still a lot more to explore in the cavern part of the Giant Chasm.

So head south and west instead. The door leading out actually takes you to the original entrance to the Giant Chasm in Black and White. There's a hidden Moon Stone on the bridge to the north, plus there's a Yellow Shard out in the open not too far away from that. Out of the hole and then to the south and west, through the patches of grass, you can find a hidden Max Potion that you might as well pick up.

South of that will take you back onto Route 13, where you can shove a boulder over with Strength to create a shortcut back to the Giant Chasm, which is very convenient so you can get there from Lacunosa Town. There's also a hidden Heart Scale in the rock down the stairs to the south, as well as a not-so-hidden Hyper Potion in the sands by the stairs. Additionally, you can find a Hidden Grotto over by the stairs.

Route 13 Hidden Grotto (East)
Foongus Foongus  Lv. 35-40
Drifloon Drifloon  Lv. 35-40
Flare Boost
Spheal Spheal  Lv. 35-40
Eevee Eevee  Lv. 35-40

Return to the entrance to the Giant Chasm (from the Lacunosa side), then head west. There's a hidden Star Piece in one of the rocks down a small flight of steps. Pick that up, then head further west and north until you see a boulder you can push. Push it and you can get a Max Repel.

Head north for awhile and you'll find some Team Plasma Grunts blocking the path onto Route 23. They're not going to leave until after you've tracked down the Plasma Frigate, though, so leave them be for now and keep heading north. There's a hidden Ultra Ball in the northwest corner, plus there's another boulder you can push to get to another Star Piece.

Keep going west and push another boulder down to reach a hidden Ice Gem. Further east just takes you back to the entrance. It's probably quicker jumping down and going around than going backwards, so you might as well. Jump down there and then make your way to the hole in the middle of the southern part. That'll take you out to the forest!

Giant Chasm (Forest)

Giant Chasm (Forest)
Wild Pokemon Types Level(s) Rarity
Piloswine Piloswine Ice / Ground Lv. 44, 46 30%
Clefairy Clefairy Normal Lv. 45 20%
Ditto Ditto Normal Lv. 45, 47 15%
Lunatone Lunatone Rock / Psychic Lv. 46 10%
Solrock Solrock Rock / Psychic Lv. 46 10%
Metang Metang Steel / Psychic Lv. 45, 47 10%
Delibird Delibird Ice / Flying Lv. 44 5%
Thick Grass Types Level(s) Rarity
Piloswine Piloswine Ice / Ground Lv. 49, 51 30%
Clefairy Clefairy Normal Lv. 50 20%
Ditto Ditto Normal Lv. 50, 52 15%
Lunatone Lunatone Rock / Psychic Lv. 51 10%
Solrock Solrock Rock / Psychic Lv. 51 10%
Metang Metang Steel / Psychic Lv. 50, 52 10%
Delibird Delibird Ice / Flying Lv. 49 5%
Shaking Grass / Swirling Dust Level(s) Rarity
Audino Audino Normal Lv. 44 ~ 47 85%
Mamoswine Mamoswine Ice / Ground Lv. 47 5%
Clefable Clefable Normal Lv. 47 5%
Metagross Metagross Steel / Psychic Lv. 47 5%
0.5 starDittoPokemon Review: Ditto
Ditto Sprite

Who's that Pokemon? It's Pikachu! Oh wait, no, it's just a Ditto. Ditto is a Normal-type Pokemon that lives to transform into other Pokemon. Its stats are pure rubbish, having absolutely terrible everything. Its ability is garbage: Limber, which just prevents it from being paralyzed. You can very rarely find a Ditto with its Hidden Ability inside of the Hidden Grotto in the area (after you clear the Plasma Frigate), and that ability is Impostor, which allows it to transform into the foe immediately when it is sent out, plus you copy its stat changes as well. That's rather helpful, but it's still a pain to get and not really worth it in-game unless you're using a Choice Scarf or something, which isn't really the easiest thing to get.

For moves, Ditto knows just one move: Transform, which transforms it into the foe, copying its stats (other than HP), type, and moves, although all moves have only 5 PP. Ditto's HP is really, really low, and it'll have to survive an attack just to copy the foe. Why would you ever bother doing that? It's terrible.

TM moves? Move Tutor moves? Ditto asks, "What are those?" as it stares at you blankly. Yeah. Transform is literally the ONLY move it can ever learn.

You would be better off using any other half-star Pokemon than you would Ditto. It's just so bad (outside of the competitive Choice Scarf Impostor version, which is only useful if you know what you're doing) that it isn't worth the Poke Ball you'll use to catch it. The only redeeming factor is it is very helpful for breeding, as it is capable of breeding with any Pokemon not in the No Eggs group, so it can breed with males, females, and even certain genderless Pokemon to get you eggs — although the Pokemon Day-Care isn't even available until after beating the game, so it won't do you much good immediately anyway.

5 starMetangMetagrossPokemon Review: Metang & Metagross
Metang Sprite
Steel / Psychic
Metagross Sprite
Steel / Psychic

Metang is actually available to catch in the wild in the Giant Chasm's forest, although it is as difficult to catch as a legendary Pokemon thanks to its extremely low catch rate. If you can catch it, though, you'll be rewarded with one of the best Pokemon in the game. It evolves into the pseudo-legendary Pokemon, Metagross, at level 45, meaning it will evolve as soon as it gains a level. Why do I call it a pseudo-legendary? Because its stats are on-par or even above the stats of legendary Pokemon. It is actually better than Cobalion, Virizion, and Terrakion stat-wise — in fact, the only Pokemon with higher stats overall in the Unova region are Kyurem and its alternate forms, Reshiram, Zekrom, and Slaking (but Slaking has that nasty Truant problem). It has amazing Attack and Defense, plus some very respectable Special Attack and Special Defense. Its HP is great and its Speed, which is its lowest stat, is about average. Being a Steel/Psychic-type, it has a whole ton of resistances, which only adds to its defensive might, plus it has just two weaknesses: Fire- and Ground-type attacks. Those are fairly easy to see coming, too. It only has the Clear Body ability, which prevents any of its stats from being lowered by other Pokemon's stat lowering effects. That can be helpful against things like Intimidate.

For moves, Metang comes pre-equipped with some nice ones either way, possessing the all-important Meteor Mash — a Physical-based Steel-type attack with a powerful 100 power and a 20% chance of raising its Attack by one stage. It has just 85% accuracy, though, but it's still a great attack for Metagross. Psychic is learned by default, but it has better options in its past. In fact, the only moves it learns later on (after evolving) are Iron Defense at level 53 and Hyper Beam at level 62, neither of which are must-haves. By swapping some Heart Scales, you can relearn quite a few moves. Magnet Rise removes its weakness to Ground-type attacks for a couple of turns. Zen Headbutt is a Physical-based Psychic-type attack that will hit far harder than Psychic will, although it has 90% accuracy, so it's not perfect in that regard. Bullet Punch is an option if you aren't feeling fast enough, because it will strike first and hit pretty hard, although it gets Agility as well to raise its Speed by two stages which works constantly if you don't mind the setup time. Hammer Arm (only learnable by Metagross) is a strong 100 power Fighting-type attack that has the unfortunate side effect of lowering Metagross' Speed by one stage afterwards, but it still hits really hard and it is worth it — although, beware once more, as it has just 90% accuracy.

Not satisfied there? Well, that's great, because it learns a ton of TM moves to help out. Rock Slide is a great option right off the bat. It doesn't get Dig, but it does get Bulldoze, which can be helpful for lowering the foe's Speed and can often make the difference for Metagross (it gets Earthquake post-game, which is even better!). Shadow Ball and Psyshock are both Special-based options, but typically unnecessary (although Shadow Ball is nice against Ghost-types). Reflect and Light Screen are also both options for it to help raise both its own defensive stats as well as your team's for a few turns, and since its defensive stats are already really nice, that can be awesome for it. Rain Dance, while not immediately helpful for powering up its own moves, can lower Fire-type attacks' power and thus remove one of Metagross' weaknesses.

Where Metagross really gets an edge is when it comes to Move Tutor moves. It can learn both Ice Punch and ThunderPunch, giving it excellent type coverage, although each cost 10 Red Shards. It can also get Iron Head for 4 Red Shards, which is weaker than Meteor Mash with only 80 power, but it has 100% accuracy and is more reliable for it. Signal Beam, also for 4 Red Shards, helps with type coverage. The elemental punches are really your best bet, though, so it may be worth a Super Repel-filled trip to the Relic Passage to farm shards from the swirling dust clouds.

All things considered, there's really nothing but good things that can be said about Metagross. I'd say its only real downside is the lack of accuracy in its attacks, but that can be remedied by giving it a Wide Lens or by just dealing with as a tradeoff for its awesome power. Seriously, few Pokemon in the game are better than Metagross, so it really can't be compared to most others. I definitely recommend it.

As soon as you enter, Hugh will be there, as well as the Ex-Team Plasma and the newer Team Plasma. It appears they're having quite a bit of a standoff. Rood is trying to convince them that Ghetsis' way is wrong. Hugh then breaks up the fight and gets the Plasma Grunts' attention, forcing them to fight you and Hugh, although individually in Single Battles. The one you'll fight has a Weezing L47 and a Muk L47.

Rood will give you 3 Max Revives after your fight. After some more dialogue, Rood and his faction of Team Plasma will hold off the new faction, instructing you and Hugh to track down the Shadow Triad and stop them in the Plasma Frigate.

Just to the west of the showdown is a Razor Claw, which raises the holder's critical hit rate, but it can also be held by Sneasel to evolve it into Weavile if it gains a level at nighttime, which is convenient, since you can catch Sneasel inside of the Giant Chasm caves. Head north of the Plasma Grunts and you'll find another Moon Stone just sitting out in the open for you to take.

Alright, now go in after Hugh and enter the icy part of the forest. It's a slippery surface, so you'll slide up to the north. When you get up there, climb the stairs then slide east, north, west, and then south. That should get you over to where the Plasma Frigate parked.

Frigate Frenzy!

Depending on whether you're playing Black 2 or White 2, the puzzle and layout of the upcoming Plasma Frigate changes quite drastically! Make sure you view the section that corresponds to your version, otherwise you will be quite confused!