Pokémon Stadium 2 Free Battle 1

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Pokémon Stadium 2 is now on Nintendo 64 - Nintendo Switch Online, this game came out in 2001, and it is the follow-up game to Pokémon Stadium, but it adds 100 more Pokémon, bringing the total up to 251. This game is compatible with Red, Blue, Yellow, Gold, Silver, and Crystal, but on the Nintendo Switch Online version, you cannot bring Pokémon over from the Transfer Pak to this game.
Like with Pokémon Stadium, I go into the Free Battle mode, and the one thing about Free Battle is that you can choose a stadium to battle in, like any from the tournaments, the classroom, or the Gym Leader Castle, which is where you can unlock more stadiums.
This will be replacing Pokémon Stadium, but I have about a few more videos for Pokémon Stadium recorded, as I wasn't expecting this game to come out following the Pokémon Presents. How I will be doing this is that like with Pokémon Stadium, I will randomize a number between 1 to 248 for both teams of six, and I have to try and see if I can defeat the opponent with a randomized team, there might be times where I change a Pokémon if I cannot defeat it, and there might be repeated attempts at it, but it depends on the Pokémon we get.
Here are the teams selected for this battle for me and the CPU, otherwise known as Cal, and I will be randomizing the order I select my team, and I can allow switching in case I am at a disadvantage.
P1 Team: Quagsire, Kabuto, Pichu, Togetic, Lickitung, Shellder
CPU Team: Farfetch'd, Flaaffy, Geodude, Nidoking, Hitmontop, Nidoqueen

Then, I will list the moves for each Pokémon in battle, starting with my team.
Quagsire: Surf, Dig, Slam, Haze
Kabuto: Rollout, Giga Drain, Blizzard, Attract
Pichu: Thunder, Headbutt, Attract, Sweet Kiss
Togetic: Fly, Double-Edge, Metronome, Charm
Lickitung: Hyper Beam, Shadow Ball, Surf, Supersonic
Shellder: Surf, Ice Beam, Swift, Supersonic

The CPU's team of Pokémon and moves.
Farfetch'd: Slash, Fly, Steel Wing, Swords Dance
Flaaffy: ThunderPunch, Fire Punch, Cotton Spore, Light Screen
Geodude: Earthquake, Rollout, Explosion, Defense Curl
Nidoking: Horn Attack, Mud-Slap, Thunder, Horn Drill
Hitmontop: Triple Kick, Strength, Focus Energy, Counter
Nidoqueen: Body Slam, Mud-Slap, Ice Punch, Toxic

There are a lot of things to go over between Pokémon Stadium 1 and 2, as this is the second generation of Pokémon. In Gen 2, the Special stat was split to Special Attack and Special Defense, two new types, Dark and Steel, were introduced to check the previously overpowered Psychic-type, with Dark-type Pokémon being immune to Psychic-type moves and Steel resisting them.
Some moves were reworked, Light Screen and Reflect are active for 5 turns, Haze was reworked where it cured status conditions and other effects like Focus Energy, Leech Seed, and Disable, starting from this generation, Haze resets stat changes from all Pokémon on the field.
Counter was also reworked, instead of Normal and Fighting-type moves, it sends back Physical Attacks, and back then Physical and Special was based on type, so Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, and Steel were Physical types, while Fire, Water, Electric, Grass, Ice, Psychic, Dragon, and Dark were Special types, a new move called Mirror Coat was introduced which sends back Special Attacks for double damage.
Critical hits were no longer based on the Pokémon's Speed, and moves like Horn Drill are now based on the Pokémon's level instead of the Speed stat, where if your opponent is at a higher level, Horn Drill will not hit that Pokémon.
As with the Pokémon that I got for this battle, I did try to save Lickitung and Shellder for the Ground-type Pokémon, while I had Quagsire to take on Flaaffy, fighting against Hitmontop did prove to be tricky, even when using Togetic to lower its Attack with Charm and having the other Pokémon weaken it a bit. I did see that Geodude has the Defense Curl and Rollout combo, when the move Defense Curl is used, Rollout's power is doubled, Rollout starts out at 30 power and becomes 60 power on the second hit, on the fifth hit, Rollout's power is 480, but when Defense Curl is used, Rollout starts at 60 power, and on the fifth hit, it is 960 power, the highest possible base power of a move at the time.







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