Right near the start of the route, talk to the lady standing at the edge of the path and she'll give you TM94 (Rock Smash). That will definitely come in handy in your fight against the upcoming Normal-type Gym, that's for sure! Since it is no longer an HM move, you can replace it whenever you want, meaning it doesn't hurt at all if you teach it to your Pokemon for right now. Pokemon like Lillipup or Roggenrola, or even your starter will definitely benefit from having it.
Keep going down the path if you'd like. There's a Nurse you can battle who has a Munna L15, which may prove rather challenging for you due to its level. However, after beating her, she'll heal up your Pokemon. You can also talk to her at any point to have her heal your Pokemon, which saves you a few steps heading back to the Pokemon Center.
|Pinwheel Forest (Outer)|
|Tympole||Lv. 12 ~ 15||40%|
|Pidove||/||Lv. 12 ~ 13||30%|
|Timburr||Lv. 13 ~ 14||20%|
|Sawk||Lv. 12, 15||B: 10%
|Throh||Lv. 12, 15||B: 0%
|Tympole||Lv. 14 ~ 17||40%|
|Pidove||/||Lv. 14 ~ 15||30%|
|Timburr||Lv. 15 ~ 16||20%|
|Sawk||Lv. 14, 17||B: 10%
|Throh||Lv. 14, 17||B: 0%
|Shaking Grass / Swirling Dust||Level(s)||Rarity|
|Audino||Lv. 12 ~ 15||95%|
|Throh||Lv. 15||B: 5%
|Sawk||Lv. 15||B: 0%
Throughout Pokemon Black and White, you'll sometimes be able to find only certain Pokemon in one version and not in the other. Sometimes, you'll be able to find both in either version, but one is rarer or harder to come by than the other. In the table above, you'll see Sawk and Throh with different rarities depending on the version that's being played. "B" stands for Black while "W" stands for White. However, pay close attention to the "Rustling Grass / Dust Cloud" table — you can find the rarer of the two Fighting-type Pokemon only in the rustling grass!
Tympole is Unova's version of Poliwag, although it takes a much more traditional, froggy spin on the Poli's of the older games. Not only that, but as Tympole evolves, it gains a valuable Ground-type, giving it a powerful Water/Ground-type combination that is weak to only Grass-type attacks — which will surely cause the toad to croak!
As soon as you catch it, Tympole is certainly a viable member of your party. Its stats are fairly well-rounded and not terrible (for a basic), but its Speed is quicker than several Pokemon out there. It knows BubbleBeam from the get-go (a 65 power STAB attack will hit hard at this point), plus it picks up Mud Shot at level 16, and a 90 power (!!) Uproar at level 23.
Tympole evolves into Palpitoad at level 25 and gains that aforementioned Ground-type. At level 36, Palpitoad evolves into the mighty Seismitoad. These changes add to Tympole's stats, although Seismitoad doesn't end up rocking in anything in particular — most of its stats are average, with a slight preference towards Attack and Sp. Atk.
Muddy Water at level 28 (as Palpitoad) is nice, but you'll want to replace it with Surf (HM) when you get access to it after the 6th Gym Badge. Rain Dance (level 33 or TM) can help speed up Palpitoad or Seismitoad if it has the Swift Swim ability, but regardless of that, it also powers up their Surf attack. Other good moves that Seismitoad learns are Drain Punch at level 44 (which now has 75 power, 10 PP, and is nothing to sneeze at), Hydro Pump at level 53, and then a shockingly powerful Normal-type attack Hyper Voice at level 59.
Seismitoad also has access to some great TM moves. Early on, though, your Tympole should stick towards having BubbleBeam, Round, Mud Shot, and Rock Smash in its arsenal, but later on, some good TM options (in addition to what was listed further back) are Dig (until you get Earthquake after beating the game), Sludge Bomb, Rock Slide, Brick Break, and Scald (until you get Surf).
At the end of the day, Seismitoad is a solid Pokemon capable of doing its job well. It has just one weakness, good enough stats to do whatever you need it to do (although not pack as much of a punch as some of the rest), and has access to some really good moves. It's a good Pokemon and certainly a worthy contender for your Water- or Ground-type slot.
Joining the club of slow Pokemon with massive Attack is Timburr, a log-chucking Fighting-type that has a bone to pick with anyone looking for a fight. Its stats are very similar to Roggenrola, except it is a bit faster, lacks as much Defense, but has more HP. It's also weak to just Flying- and Psychic-type attacks.
Timburr evolves into Gurdurr at level 25, and then into Conkeldurr if you trade your Gurdurr to another game (and hopefully trade it back!). Conkeldurr has one of the highest Attack stats in the game, possessing even more than Gigalith. It is fairly similar to Gigalith stat-wise, though, switching around a few things here and there, but you get the idea that it's a slow juggernaut ready to smash granite all over the place! It also has either the Guts ability, which raises its Attack by 1.5x if affected by a status problem, or Sheer Force, which raises its damaging attacks power that have a beneficial secondary effect by a massive 1.3x, but you no longer get that effect! That means DynamicPunch doesn't confuse, Rock Slide doesn't cause flinching, etc., but you do a lot more damage on top of that towering Attack stat.
However, one chronic problem that Timburr and its kin have is the lack of reliable moves. Timburr carries Low Kick right off the bat, but since not very many Pokemon are heavy so early in the game, it'll have power of only about 40 or 60 and be relatively unreliable. It learns Rock Throw at level 16, Wake-Up Slap (60 power, but it's at least reliable) at level 20, and Chip Away (70 power, isn't affected by stat modifiers on the target) at level 24. When it evolves, you have Bulk Up at level 29, which never hurts to boost your strength; Rock Slide at level 33, Hammer Arm at level 45, Stone Edge at level 49, and then Superpower at level 57. There are a few moves I skipped because they're not that good in-game. This lineup means Timburr and its kin don't have a lot of heavy hitting options even towards the end, where Hammer Arm becomes the important staple (but you don't get the Sheer Force bonus).
It doesn't learn all that many TM moves, either, although there are a few helpful ones. Firstly, as soon as you get your Timburr, you'll probably want to teach it Rock Smash right away to add a consistent attack to the mix. Work Up is helpful early on, too, so give it that, Rock Smash, Low Kick, and Rock Throw. Replace Rock Smash with Wake-Up Slap when you get it. Later on, you'll want either Hammer Arm or Brick Break (TM) as your main attack, Rock Slide as a sub attack, then probably Bulk Up and one other rotating TM move, like Dig, Poison Jab, or maybe even Strength if you need someone to use it (Return is better, though).
Timburr and its family are very strong Pokemon, among the strongest in the game, but they do suffer from a lack of diversity in their movepool. Of course, what they lack in diversity they make up in brute strength. But with two other Fighting-type Pokemon to choose from in this area alone, is Timburr a good investment for your future? It's fairly good, although you'll definitely want to look at both Sawk and Throh as well, because they both give more immediate satisfaction and play nicely into the end of the game.
Sawk is one of the best Pokemon you could possibly catch at this point in the game, possessing monstrous Attack without the need to evolve, faster Speed than anything you likely have around here, not to mention respectable HP, Defense, and Sp. Def. Its stats are built to be a lean, mean, fighting-machine and, though might not turn out to be quite as powerful as the likes of Conkeldurr in the end, are still competitive enough to be considered as a lasting ally throughout the game.
It'll know Rock Smash right off the bat, which isn't anything particularly great, but at level 13 it learns Double Kick, a fairly strong Fighting-type attack that strikes twice in a turn for 30 power per strike. Not too bad, especially since it gets STAB. But its moves only improve, learning Low Sweep at level 17 (which is even better than Double Kick), Karate Chop at level 25 (higher chance of a critical hit), and then the much-appreciated Brick Break at level 29, which will be your staple Fighting-type attack until Sawk complements it at level 49, when it learns the all-powerful Close Combat, one of the strongest Fighting-type attacks in the game!
Sawk doesn't need TMs to become strong and learns a great selection of powerful moves early on, always keeping pace with the progression of the game. However, that's not to say it can't benefit from TMs. Dig and Earthquake (for after you've beaten the game) give Sawk an added punch, Rock Slide helps deal with pesky Flying-types, and Poison Jab even offers a little extra coverage if you need it. There's always Return to take advantage of that high Attack, but you won't need to use it most of the time with Brick Break handy.
Ideally, you'll want to go with Double Kick, Low Sweep (this gives a combined 50 PP and is great for leveling up early on), then replace Double Kick with Brick Break and Low Kick 2.0 with Close Combat or whatever TM move you want later on. The other two moves can be whatever you'd like, although Earthquake and Rock Slide are the most beneficial (unless you're using Gigalith or Excadrill, where you'll probably want more emphasis on Return or Poison Jab).
Overall, Sawk is an excellent Pokemon that will serve you will throughout the entire game. It serves as a very solid, staple Fighting-type Pokemon, has enough Speed to always stay on top of the situation, and learns all of the moves it needs to in order to keep up with the game's progression. Definitely a great choice.
Throh is another solid Fighting-type, although its style is quite a bit different from its brother, Sawk's. Throh is quite slow compared to Sawk, although it possesses a ton of HP and plenty of defenses to give it extra beef. While its Attack isn't quite as high as its brother's is, it makes up for this with some powerful attacks. The key to understanding Throh's strength is by looking at its attacks — a lot of its attacks force Throh to go second, making that Speed stat unimportant anyway.
Unfortunately, Throh doesn't start off with as good of moves as Sawk does right away. In fact, its first few attacks are quite horrible, with Seismic Toss (level 13) being the only reliable attack, and even that just does damage equal to Throh's level, so not a lot to KO things in one hit. At level 17, Throh redeems itself by learning Vital Throw, a 70 power Fighting-type attack that has perfect accuracy, but forces Throh to go second. That's a great attack for a Pokemon like Throh, and it only gets better, learning the awesome Revenge attack at level 21, which also forces Throh to move last, but does double the damage (120 power effectively!) if Throh was damaged in this time. That means Throh is going to hit hard, and at only level 21! Some other good moves it learns are Storm Throw at level 25, which may not do much, but always scores a critical hit (because of this, it has the power equivalent of an ~80 power Fighting-type attack that is incapable of scoring critical hits); Body Slam at level 29 for good damage and a chance of paralysis; Circle Throw which forces the target to switch (or ends battles with wild Pokemon) after doing damage, but also strikes last; and then Superpower at level 49, which hits for a lot of damage, but lowers Throh's Attack and Defense by one stage afterwards, so it's not quite as viable as Sawk's Close Combat.
As you can see, Throh does have access to some rather interesting attacks. The key point is remembering that some of Throh's strategy involves Throh going second. Some good TM moves for Throh include Dig, Brick Break (although Revenge is better, it only has 10 PP), Rock Slide, Poison Jab, and Payback to take advantage of Throh's low Speed. Low Sweep and Bulldoze are also options if you want to slow your opponent down, but lack the strength of the other moves.
Early on, you should teach Throh Rock Smash from the TM you picked up just outside of Pinwheel Forest so it isn't stuck using Seismic Toss. Then, as it levels up, perhaps keep Bide around and apply healing so Bide can take on tougher opponents, but otherwise aim for Vital Throw, Revenge, Bulk Up (level 33; optional, but helps make Throh beefier), and then one or two TM moves of your choice.
Throh makes for a durable member of your team if you're willing to play by its rules. It'll take hits pretty darn well and have the capacity to return them with Bide, or just throw back punches with Revenge and Vital Throw. Whether you want to use Sawk, Throh, or Conkeldurr, you'll be sure to have a strong Fighting-type on your team, although Throh certainly has the most beef behind its belly and is able to take more of a beating than its comrades.
Past the Nurse, there are a few Preschoolers that you can fight. There's also an Ether that can be reached by going inside of the gate near the Nurse. Anyway, back to the Preschoolers. One of them has a Cottonee L13 and a Petilil L13 while the other has a Roggenrola L14. Then, past the Preschoolers you'll find another Great Ball. Great.
Keep going south and you'll find even more tall grass, as well as a Youngster down there with some interesting Pokemon ready to battle. He has three Tympole at L13. Tympole is an odd little Water-type Pokemon, so be wary. Past him you can find an Antidote, then another Youngster to the east while some thick grass is over to the west. There's a Super Potion in the southeast corner of the thick grass, but that's about it, other than the Pokemon there. The second Youngster nearby has a Venipede L14, which is a big Bug-type Pokemon similar to Weedle back in the day, and he also has a Lillipup L14.
Head to the east and climb up those steps and you'll find a Black Belt and Battle Girl waiting up there. They each have a Timburr L16, which is a rather powerful Fighting-type Pokemon. Head down the steps by the Black Belt and you'll reach the Net Ball that was waiting up on that ledge. Yeah, really exciting. Ah well, hop off the ledge and then head west to the previous area, where you can either head back or go fight around in the thick grass in search of some rare Pokemon.
Once a day, if you have a Fighting-type Pokemon in your team, you can examine the big rock near the Black Belt and Battle Girl. You'll be able to smash part of the rock and break off a Star Piece, which can be sold for a respectable $4900. (Or you can sell them to the rare item collector in Icirrus City for a whopping $9800!)
Since the path into Pinwheel Forest is blocked off by Team Plasma for now, it's a good time for you to return to the Gym and get your 2nd Badge, now that you have all of this extra training under your belt!