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                POKEMON DIAMOND AND PEARL - LEGENDARY GUIDE
           

Writer :: Andrew "Drayano" Brooks
Version :: 1.41
Contact :: draymie@hotmail.co.uk (E-mail & MSN), Drayano60 (AIM)
Last Update :: 18/4/07

Please note that any form of date in this guide will be done as day/month/year,
as that is the way the United Kingdom does that (as that is where I live. :D) 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
:: TABLE OF CONTENTS
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
I. Version Updates
II. Introduction
III. Things To Consider
IV. Base Stat Totals

V. Legends
i. Before National Dex
[1] Dialga
[2] Palkia
[3] Uxie
[4] Mesprit
[5] Azelf

ii. After National Dex
[6] Cresselia
[7] Giratina
[8] Heatran
[9] Regigigas

iii. Miscellaneous
[10] Darkrai
[11] Shaymin
[12] Arceus
[13] Manaphy

VI. Movesets *UPDATED*
VII. Credits
IX. Copyright etc.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
I. Version Updates
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
VERSION 1.41 - 18/4/07
:: Fixed two things on 1.40 that I forgot to actually fix. Thanks L255J.

VERSION 1.40 - 18/4/07
:: Finished off the moveset section.
:: Added a bit on Palkia about Net Balls.
:: Actually corrected the Bad Dreams error. 
:: Corrected a part on Giratina about the doors in Wayward Cave.
:: Fixed the Roman Numerals for the Credits & Copyright sections.
:: Fixed an error on Heatran's section to do with getting to the Resort Area.
:: Added what you must do on the touchscreen to get Shaymin.
:: Gave credit to those who helped me with some information.
:: Added a small bit under where I mentioned item duplication.
:: Added a tip sent in about Giratina's Shadow Force attack.
:: Added a HM you need for Regigigas. 

VERSION 1.15 - 7/4/07
:: Edited a few typos, including L255J's name (sorry D:). 
:: Corrected Darkrai's ability; it reduces 1/8 HP a turn, not 1/16 HP.
:: Added & started a moveset section.
:: Changed the layout of the version updates, as you can see.
:: Added my MSN and AIM contact at the top of the FAQ.

VERSION 1.01 - 5/4/07
:: Just adding two more sites that are now allowed to use this guide.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
II. Introduction
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

The fourth generation of Pokemon has now come into existence, and the games
are still offering plenty of legendaries to catch. These legendaries are 
Pokemon that are a lot 'rarer' than usual, as in that you can generally
only find one of its kind in Sinnoh. 

Legendaries are also fairly high in Pokedex number, and will always be near the
end of the Pokedex of their region. Each game also brings 'secret' legendaries,
which are much harder to get than their in-game counterparts. The majority
of these legendaries require assistance from outside the game, though two of
these secret Pokemon can be caught with a glitch ON THE JAPANESE VERSION ONLY.

Otherwise, they're usually easy to obtain. But the majority of legendaries 
are a lot harder to catch than your usual Wild Pokemon. Not to mention, since
the second generation there have always been Pokemon that do not stay in one
place. DP makes the 'runner' Pokemon much easier to catch this generation
though, with a certain Poketch feature.

This is also my first FAQ. Just felt like adding that.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
III. Things To Consider
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

As I've stated already, the majority of legendaries are hard to catch,
sporting a catch rate ranging from about 30 to the lowest, 3. Unfortunately,
the majority of legendaries have a 3 catch rate, meaning they will break
out of your numerous Pokeballs. A lot.

Many legendaries is found within a cave structure, meaning Dusk Balls
are particularly effective, as it is a dark area. In dark areas, Dusk
Balls have a catch rate that is 4x that of a Pokeball, making them
EXTREMELY effective, for legendaries and others. Unfortunately, outside
they only get this effect at night (8.00pm to 6.00am?).

The Master Ball still has the 100% catch rate of their previous 
generations, so you could use it on one legend, or with the aid of the
item duplication glitch (Ditto + Thieving Partner), every legendary.
This is recommended for catching the runners, and also if you are
set on getting good natures.

(Okay, as less people knew about the item cloning glitch than I thought, I do
not plan on including it in this FAQ BUT search on YouTube for 'DP Item Glitch'
and you might find a video of it.)

You will also generally need Hidden Machines to get to legendaries. The HMs
needed will be listed in their respective sections. Fly is also recommended
to get to certain towns easily.

I believe that's all. Happy legend hunting!

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
IV. Base Stat Totals
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
All legendaries have at least a 580 stat total. I'll just run through
what has what total, including Kanto/Johto/Hoenn Pokemon.

720 BST
--------
Arceus

680 BST
--------
Dialga
Palkia
Mewtwo
Ho-oh
Lugia
Rayquaza
Giratina

670 BST*
--------
Groudon
Kyogre
Regigigas

600 BST**
--------
Mew
Celebi
Jirachi
Deoxys
Latias
Latios
Darkrai
Shaymin
Manaphy
Heatran
Cresselia

580 BST
---------
Articuno
Zapdos
Moltres
Raikou
Entei
Suicune
Regirock
Regice
Registeel
Uxie
Mesprit
Azelf

*Slaking also has a BST of 670, but is not classed as a legend.
*Dragonite, Tyranitar, Metagross, Salamence and Garchomp all have a BST of 600,
but are not classed as legendaries.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
V. Legendaries
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                          BEFORE NATIONAL DEX
               = Dialga, Palkia, Uxie, Mesprit, Azelf =

===================
[1] Dialga
===================
DIAMOND ONLY
Number: #149 / #483
Location: Spear Pillar
Level: 47
Type: Steel/Dragon
HMs Needed: Surf, Rock Climb
Signature Move: Roar of Time
Ability: Pressure
Catch Rate: 30
Base Stats: 100 HP / 120 Atk / 120 Def / 150 SAtk / 100 SDef / 90 Spd

Moveset
--------
Metal Claw - A steel-type move that has a 10% chance of raising attack.
Ancientpower - A rock-type move that has a 10% chance of raising all stats.
Dragon Claw - A dragon-type move with no added effects.
Roar of Time - A dragon-type move that requires the user to rest afterwards.

Dialga (or Palkia, depending on your version) is the first legndary that you
will encounter, and as part of the storyline you must either catch or defeat it.
Personally, I'd attempt to catch it because unless you use GTS, this is the only
one of its kind in the game. Like every other legendary.

However, save BEFORE you move forward to the legendary. You get pulled forward
once you take a certain amount of steps, which can stop you getting a good
nature or even catching it should you defeat it.

Sporting an odd level of 47, Dialga may prove to be higher levelled than your 
team at this point, meaning its attacks can actually cause quite a bit of
damage if you factor in its 150 SAtk. Roar of Time is Dialga's exclusive move, 
and at 150 power (225 thanks to STAB) it is deadly. Make sure you use the turn
Dialga uses to rest to your advantage. Dragon Claw may hurt a bit, and
Ancientpower has that 10% chance of raising stats, so be careful.

Dusk Balls seem to be particulary effective against Dialga, as I caught
it with one Dusk Ball at night. This is probably due to its catch rate being
30, though.

Note that after the battle, don't exit Spear Pillar, and instead go back to 
where Dialga was then further north. The Adamant Orb waits there, an item 
that can be attached to Dialga to give a 25% boost to its Steel and 
Dragon-type attacks.

If you are playing Pearl version, you can see Dialga by talking to an old
lady in the north-western house in Celestic City. She will show you a picture
of Dialga, adding it to your Pokedex.

Note that Dialga is an Uber, and is frowned upon in normal Overused play.

===================
[2] Palkia
===================
PEARL ONLY
Number: #150 / #484
Location: Spear Pillar
Level: 47
Type: Water/Dragon
HMs Needed: Surf, Rock Climb
Signature Move: Spacial Rend
Ability: Pressure
Catch Rate: 30
Base Stats: 90 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 100 Spd

Moveset
--------
Water Pulse - A water-type move capable of causing confusion.
Ancientpower - A rock-type move that has a 10% chance of raising all stats.
Dragon Claw - A dragon-type move with no added effects.
Spacial Rend - A Dragon-type move with a higher critical hit rate than normal.

Palkia (or Dialga, depending on your version) is the first legndary that you
will encounter, and as part of the storyline you must either catch or defeat it.
Personally, I'd attempt to catch it because unless you use GTS, this is the only
one of its kind in the game. Like every other legendary.

However, save BEFORE you move forward to the legendary. You get pulled forward
once you take a certain amount of steps, which can stop you getting a good
nature or even catching it should you defeat it.

Sporting an odd level of 47, Palkia may prove to be higher levelled than your 
team at this point, meaning its attacks can actually cause quite a bit of
damage if you factor in its 150 SAtk. Spacial Rend is Palkia's exclusive move, 
and at 100 power (150 thanks to STAB) it can be deadly, especially if that
critical hit ratio comes into place. Dragon Claw may hurt a bit, and
Ancientpower has that 10% chance of raising stats, so be careful. Water Pulse
may also prove a lot more annoying than Dialga's Metal Claw would ever be.

Judging by how easily I caught Dialga, Dusk Balls are probably effective 
against Palkia as well, but as I only own Diamond as of now I can't check.
Have a go anyway. Remember it needs to be night for the bonus. Also, because
of its dual Water-type, Net Balls have a 4x catch rate on Palkia, which can
help when you try to get it at day.

Note that after the battle, don't exit Spear Pillar, and instead go back to 
where Palkia was then further north. The Lustrous Orb waits there, an item 
that can be attached to Palkia to give a 25% boost to its Water and 
Dragon-type attacks.

If you are playing Diamond version, you can see Palkia by talking to an old
lady in the north-western house in Celestic City. She will show you a picture
of Palkia, adding it to your Pokedex.

Note that Palkia is an Uber, and is frowned upon in normal Overused play.

And please, pardon the copy paste.

===================
[3] Uxie
===================
Number: #146 / #480
Location: Lake Acuity
Level: 50
Type: Psychic
HMs Needed: Surf
Signature Move: None
Ability: Levitate
Catch Rate: 3
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SAtk / 130 SDef / 95 Spd

Moveset
--------
Confusion - A fairly weak Psychic-type move. Can cause Confusion.
Yawn - Uxie yawns, causing the opponent to sleep the next turn.
Future Sight - An 80 power move that strikes two turns AFTER use.
Amnesia - A Psychic-type move that raises SDef by 2 stages.

Uxie is one of the three of the Psychic-trio of Diamond & Pearl. Uxie
is the defensive one, sporting Defensive stats that are the same as 
Dusclops'. However, Uxie has fairly low HP, meaning it may not be that
good as a tank.

But beside that, Uxie is a Pokemon that must be at least defeated to get
the National Dex, so you must do it before the Elite Four. You may as well
catch it, as like always, only one exists.

Uxie is at Level 50, probably the most common level for legendaries in this
game, and knows pretty... weak moves. Yawn may cause some problems, but it's
unlikely Uxie will kill you unless you let it. Just chip off at its HP, and
start throwing Dusk Balls, as it is inside a cave. Eventually, you should 
catch it. 

Note that the water level of the lake rises to a sufficent level only after
Team Galactic have been defeated for good.

===================
[4] Mesprit
===================
Number: #147 / #481
Location: Lake Verity, then around Sinnoh
Level: 50
Type: Psychic
HMs Needed: Surf
Signature Move: None
Ability: Levitate
Catch Rate: 3
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SAtk / 105 SDef / 80 Spd

Moveset
--------
Confusion - A fairly weak Psychic-type move. Can cause Confusion.
Lucky Chant - Critical hits become impossible to happen for five turns.
Future Sight - An 80 power move that strikes two turns AFTER use.
Charm - Mesprit charms the opponent to reduce Attack by two stages.

Mesprit is the balanced one, and easily the hardest to catch out of 
the three. Why? It's a runner! When you first enter the cave in Lake Verity 
and talk to Mesprit, a picture will be shown to you, adding it to your 
Pokedex. It will then vanish, leaving you to chase it until you finally 
catch it. The Master Ball is an option here, but if you're going to use it 
on a runner I'd save it for the second one, or clone it.

Unlike Uxie and Azelf, you do not have to see Mesprit at least once to
get the National Dex because of the picture. However, it is fairly easy
to get. Why? Because the Poketech map displays them! You can get this
map from someone in the building with the flags in Jubilife City, after
a certain amount of badges.

Once you get this map and set off Mesprit, simply walk back and forth 
between a route until Mesprit appears on the route you're on. Then simply
walk in the grass until it appears. The music for Uxie and Azelf will play,
so as long as you have your sound on you shouldn't miss it.

Mesprit is also at Level 50, and it'll run as soon as it gets the chance.
Either use Mean Look to disable it, hit it and let it run away for an 
easier catch next time, or use the Master Ball. I'd go with the former
two options though, unless you can get a cloned Master Ball.

Note that the water level of the lake rises to a sufficent level only after
Team Galactic have been defeated for good.

===================
[5] Azelf
===================
Number: #148 / #482
Location: Lake Valour
Level: 50
Type: Psychic
HMs Needed: Surf
Signature Move: None
Ability: Levitate
Catch Rate: 3
Base Stats: 75 HP / 125 Atk / 70 Def / 125 SAtk / 70 SDef / 115 Spd

Moveset
--------
Confusion - A fairly weak Psychic-type move. Can cause Confusion.
Uproar - A sound attack that carries on for 2-5 turns. Prevents sleep.
Future Sight - An 80 power move that strikes two turns AFTER use.
Nasty Plot - A dark-type move that raises Special Attack by 2 stages.

Azelf is the last of the Psychic-trio in Diamond and Pearl, and specializes
in attacking. However, it is vastly superior to the other two, because of 
its large Special Attack, good Speed, a nice movepool and the ability to
learn Nasty Plot really help this Pokemon to sweep like hell. It can also
be a mixed sweeper with its good attack/special attack. Someone tells me
that U-turn Azelf can come in useful, as well.

You must battle this to get the National Dex, so you might as well catch it. 
Maybe if you're lucky, you'll get a good Azelf like me. ;P However, because
of this (unless you get ahold of a Ditto) it can be a pain to get a good
nature for Azelf, especially since it also has a catch rate of 3. If you
do get a good one, USE IT. 

It is also Level 50, but this Pokemon may be able to do quite a bit of damage
after a few Nasty Plots. Be careful when catching it.

Note that the water level of the lake rises to a sufficent level only after
Team Galactic have been defeated for good.


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                        AFTER NATIONAL DEX
          = Cresselia, Giratina, Heatran and Regigigas =

===================
[6] Cresselia
===================
Number: #488
Location: Fullmoon Island, then around Sinnoh
Level: 50
Type: Psychic
HMs Needed: None, unless you count Surf to get to Canalave City.
Signature Move: Lunar Dance
Ability: Levitate
Catch Rate: 3
Base Stats: 120 HP / 70 HP / 120 Def / 75 SAtk / 130 SDef / 85 Spd

Moveset
--------
Mist - A move that prevents any negative stat changes on the user.
Aurora Beam - An average Ice-type attack that can decrease Attack.
Future Sight - An 80 power move that strikes two turns AFTER use.
Slash - A normal-type move that has a higher critical hit ratio than normal.

Cresselia is one of many legendaries that can only be found after the Elite
Four, and like Mesprit, it is also a runner. The same technique I've listed
in Mesprit's section can work here, so you might as well use it.

As for getting Cresselia to run, after getting the National Dex you must go
to Canalave City. You must then go into the house just above the sailor who 
takes you to Iron Island, and talk to the woman and boy inside. The boy should 
be in the bed; if he isn't, you haven't got the National Dex.

After you have, talk to the sailor and he'll offer to take you to Full Moon
Island. Go there, and explore the island until you enter a grotto. Cresselia
waits in here. Talk to it to get a picture and put it into your Pokedex, and
it'll fly away, leaving a Lunar Wing. This item can heal the boy back in 
Canalave City, but I don't think you get any rewards for it. You might as 
well do it anyway.

Then trap Cresselia through the Poketch and catch it. Simple enough.

===================
[7] Giratina
===================
Number: #487
Location: Turnback Cave
Level: 70
Type: Ghost / Dragon
HMs Needed: Rock Climb, Defog (Optional), Rock Smash
Signature Move: Shadow Force
Ability: Pressure
Catch Rate: 3
Base Stats: 150 HP / 100 Atk / 120 Def / 100 SAtk / 120 SDef / 90 Spd

Moveset
--------
Shadow Force - A two turn move of Ghost-type. Prevents Protect/Detect use.
Restore Imprision - A move that stops any recovery. Lasts for 5 turns.
Land Power - A special Ground-move of 90 power. May lower Special Defense.
Slash - A normal-type move that has a higher critical hit ratio than normal.

Giratina is the most defensive legendary introduced in Sinnoh, but unlike
Cresselia it does not learn Recover, so you're stuck with Rest. However, 
this does not stop Giratina being a defensive force, as its typing causes it 
to resist a lot of things, including Fire, Water, Fighting and Electric.
If you're looking for a defensive Pokemon to use in Uber play, you have
a choice between Giratina or Lugia.

However, getting to Giratina can be a problem. After the National Dex is
obtained, a path opens on the right "wall" of Route 214. Follow this path
through to enter the Spring Path. You need to use Rock Climb to navigate 
your way through here. Be warned; the grass holds Pokemon about Level 54. 
After you reach a cave entrance, go inside.

This is Turnback Cave, and it's a maze. After you enter a room from the 
beginning room, you will end up in fog. Use Fog Clear if you have it, 
then look around. Usually, the puzzles will be on symmetry; the room
will be symmetric except your one side, which is the door you must go
through. However, you will NEVER have to go back the door you just came through
UNLESS you want to go back to the beginning of the dungeon.

Sometimes you'll get different rooms which don't appear to have any 
pattern. I don't have a clue how to navigate from here, so just take a
guess. You may need Rock Smash to break a group of rocks around a door.
You'll know you're getting closer to Giratina when the Pokemon levels start
rising from 50s to 60s. Just in case you're wondering, you can catch Golduck,
Chimecho, Bronzong and Haunter in here. You can also catch Solrock or Lunatone,
depending on what GBA cartridge you put in, or if you even have any at all.

Eventually, you'll reach a chamber with a large creature inside. This is 
Giratina; talk to it and engage battle. 

It is Level 70, and it knows Shadow Force, which can be really annoying. 
At 180 power (with STAB) it can hurt a lot, and you cannot Protect. You 
cannot throw Pokeballs at it when it uses Shadow Force, either. Cloning 
a Master Ball is recommended. If not, use Dusk Balls, as the cave 
structure ensures that it is dark. 

If you go back to Return Cave after catching it, you can attempt to navigate 
your way back to Giratina's room. An item will be waiting for you there. You 
will get a Reaper Cloth if you get to the room by passing through 3 or 
under other rooms, and another item will be waiting if you take longer than
3 rooms. You can do this as many times as you like.

Note that Giratina is an Uber, and is frowned upon in normal Overused play.

Comments from Other People
----------------------------
Catherine Cooper - If you switch to a Normal-type whilst the opponent is using
"Shadow Force", no damage will be dealt.

===================
[8] Heatran
===================
Number: #485
Location: Stark Mountain
Level: 70
Type: Fire / Steel
HMs Needed: Strength, Rock Climb (Optional), Rock Smash
Signature Move: Magma Storm
Ability: Flash Fire
Catch Rate: 3
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SAtk / 106 SDef / 77 Spd

Moveset
--------
Scary Face - Decreases the opponent's speed by two stages.
Lava Plume - A Fire-type move that has a 30% chance of causing burn.
Fire Spin - A move that prevents the opponent switching for 2 to 5 turns.
Iron Head - A Steel-type move that has a 30% chance of flinching.

Heatran is the first Fire legendary to appear in a while, and comes with
a bonus type, Steel. Unfortunately, this dual type hurts it more than
helps, because of the quadruple Ground weakness. Nonetheless, it can
work as a Special attacker, sporting the ability to learn moves such as
Flash Cannon and Flamethrower which benefit from its STAB.

However, getting to Heatran requires you to complete a sidequest. You
must go to Hard Mountain at least once and partner up with Buck, a red
haired boy with a Level 57 Claydol. This is one of the five times where
you must fight alongside someone to get to the end of the area. You'll
meet Buck in the main room; the first room is just an obstacle room which
you need the three HMs for. In the main room, you'll meet him.

You simply must navigate around this HUGE room (the screen being zoomed out
should give you an idea of the size) and find the small room on the other 
side, which contains an item that Buck takes when you reach it. This is 
the room where Heatran appears; remember it.

After Buck exits, you must go to the Resort Area, which is on the other side
of the island; you can either go north from the Fight Area or surf from the
water on Route 226. Once you reach it (you can Fly there if you've been there 
before) talk to Buck who is in one of the houses, then return to Stark Mountain 
and go to the room where the item was. You can use Rock Climb to navigate 
easier through the large room, this time.

Once you reach it, Heatran will be standing in there. Talk to it and engage
battle. It is at Level 70; Dusk Balls are particually effective due to the
darkness.

===================
[9] Regigigas
===================
Number: #486
Location: Snowpoint Temple
Level: 70
Type: Normal
HMs Needed: Rock Smash
Signature Move: Crush Grip
Ability: Slow Start
Catch Rate: 3
Base Stats: 110 HP / 160 Atk / 110 Def / 80 SAtk / 110 SDef / 100 Spd

Moveset
--------
Confuse Ray - Confuses the opponent.
Stomp - A move that can cause flinching. Increases in power if the opponent
has used Minimize.
Superpower - A powerful Fighting-move, but reduces Atk & Def after use.
Zen Headbutt - A physical Psychic-move. 20% chance of flinching.

Regigigas is said to be the King of the Regi, but it is worse than all three
of them. Why? Slow Start. This ability cuts Attack & Speed in half for the
first five turns EVERY TIME IT IS SWITCHED IN, reducing its useful movepool
to very little. It doesn't learn Rest, it doesn't learn Protect - Nintendo
really screwed this Pokemon over. Many even call this thing 'Regifail'.
It does have its uses in Double Battle, however.

Anyway, onto the catching. Getting to Regigigas is easy; actually catching
it is hard, as you need Regirock, Regice & Registeel in your party to get
it to awaken. Regigigas is always in the basement; but without these three,
you cannot press A to engage battle with it.

So yeah, get the three Regi by GTS or Pal Park. After you have them IN YOUR
PARTY, go to Regigigas (you may need to solve a couple ice puzzles) and attempt
to talk to him. He should awaken, and fight you.

I've never actually caught this thing, so thanks to Serebii and the odd Youtube
Video on info of how to catch this. 

And no, it isn't Uber.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                           MISCELLANEOUS
           = Darkrai, Shaymin, Arceus, Phione/Manaphy =

===================
[10] Darkrai
===================
Number: #491
Location: Newmoon Island
Level: 40
Type: Dark
HMs Needed: None
Signature Move: Dark Void
Ability: Bad Dreams
Catch Rate: 3
Base Stats: 70 HP / 90 Atk / 90 Def / 135 SAtk / 90 SDef / 125 Spd

Moveset
--------
Quick Attack - A move that always strikes first. Normal-typed.
Hypnosis - A move with 70% accuarcy that puts a Pokemon to sleep.
Pursuit - A move that can double in power and strike a Pokemon before 
it switches.
Nightmare - When used on a sleeping Pokemon, 25% of its HP is lost
every turn.

Now this is what I call a good Pokemon. Excellent stats, a good ability,
an awesome movepool that benefits the stats. Darkrai is the first Dark
type legendary, and it specializes in sleep. It's siganture move, Dark 
Void, can put both opponents in a Double Battle to sleep AT THE SAME
TIME. And with 80% accuarcy, it's sure as hell useful. Coupled with
Darkrai's ability that allows it to take off 1/8 of sleeping Pokemon's
HP a turn, it's quite deadly.

However, getting Darkrai is hard; or actually, quite easy if you have the
Japanese version of Diamond/Pearl that has the Elite Four Door glitch. You
can see how to do it in L255J's FAQ for that.

If you attempt to get Darkrai normally, you must attend a Nintendo Event to
get the Membership Card, which you can pick up at a PokeMart after using
a machine at the event. Once you have this, you can unlock the building in
Canalave City, which is just above the Pokemon Center. Someone inside will 
offer you a rest; sleep in the bed, and you'll awake on Newmoon Island. If 
you use the glitch, you will end up on Newmoon Island once the steps have
been completed.

Simply follow the island around to the gap in the trees, and enter into
a very small lake of sorts. Darkrai waits there; engage in battle. It
is Level 40, and I believe it has to be night for Dusk Balls to have their
effect. I EXTREMELY recommend you use a Master Ball to catch this, and get 
a good nature like Modest or Timid while you're at it, too. It is not easy
to get this thing twice unless you're lucky enough to have the glitch.

After catching it, go to the sailor who is waiting on the island to go back
to Canalave City.

===================
[11] Shaymin
===================
Number: #492
Location: Route 224/Flower Elysium
Level: 30
Type: Grass
HMs Needed: Strength, Rock Climb, Defog
Signature Move: Seed Flare
Ability: Natural Cure
Catch Rate: 45
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd

Moveset
--------
Defense Curl - Increases the user's defense by one stage.
Magical Leaf - A Grass-move that will never miss.
Leech Seed - A move that steals HP from the target every turn.
Synthesis - A move that recovers an amount of HP depending on the weather.

Shaymin is damn cute. <3 Now that's out of the way, what we have here is the
second Grass-type legendary, with the same stats as Celebi but no Psychic
dual type. It is one of the two 100 across the board Pokemon released this
gen, the other being Manaphy.

Its signature move, Seed Flare, is basically a Grass-type Fire Blast, except
that it has a 40% of reducing SDef as opposed to a 30% of burning. It's bound
to be useful, but it only has 5PP - be careful. You may prefer Energy Ball.

Shaymin appears to be built to be defensive, as its special movepool isn't
very large. It has pretty good support moves such as Aromatherapy and
Grasswhistle, but for the most part it is outclassed by Celebi.

As for getting Shaymin; like Darkrai you must either attend an event or 
use the Elite Four Door glitch. Should you use an event, you must then
get Oak's Letter from a Pokemart, and head to Route 224. You must cut through
Victory Road to get here, by going through the section that you couldn't
before you obtained the National Dex. If you haven't been through it before,
you must team up with Mai to get through it, who owns a Level 57 Arcanine.

Anyway, once you get onto Route 224, head to the very end of the route where
a white rock sits. Oak will be in front of it; talk to him. You will have to 
give thanks to someone by writing their name on the touchscreen. When that goes
through, the route will suddenly be covered in flowers, and a piece of land
will appear. Shaymin appears, then notices you and Oak, and runs back down
the newly appeared land. Oak tells you to give chase; do so and follow the
path until you reach Shaymin. Engage in battle with it; it is only Level 30,
and has a higher catch rate than every other legendary. Note it has the 
normal battle music rather than the legendary/one-time Pokemon one. Why
Rotom gets different music and Shaymin doesn't, I don't know.

Anyway, once you catch it, rejoice and get out of there. But I recommend
getting a good nature by using a Master Ball before you become content
with your Shaymin. If you plan on using it.

===================
[12] Arceus
===================
Number: #493
Location: Beginning Dimension
Level: 80
Type: Normal
HMs Needed: Surf, Rock Climb
Signature Move: Judgment
Ability: Multitype
Catch Rate: 3
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SAtk / 120 SDef / 120 Spd

Moveset
--------
Refresh - Heals the user of Paralysis, Burn or Poison.
Future Sight - An 80 power move that strikes two turns AFTER use.
Recover - The user recovers 50% of its HP.
Hyper Beam - A powerful Normal-type move that requires a turn to rest 
afterwards.

Arceus is the highest level Pokemon ever to appear in the games apart from
Red's Pikachu in GSC, at an extremely high level of EIGHTY. This high level
can make it hard to catch, but its worth it. Arceus has even stats, which 
combine to the highest stat total of a Pokemon; 720. Its type also allows
it to change type with the help of plate items, but this does mean that 
you cannot use Leftovers/Life Orb etc on it if you want to use a different
type. Still, Judgment will always be 150 power as opposed to its base 100, 
as it changes type with Arceus. 

Now, actually getting to Arceus is EXTREMELY hard. The Elite Four Door glitch
cannot be used for this, as if you go there ny that then there will be no
stairs back down, and you cannot Fly, Teleport or find any other way out
there. I can only get my information from videos and websites here; I 
don't own an Arceus, nor is it likely that I will unless I buy an Action
Replay. (Which I now have. Arceus for me :D)

If you're lucky enough to get to an event and get your hands on a Heaven's
Pipe, pick it up from the Pokemart and head to Spear Pillar, following the
same route that you took to get to Dialga/Palkia earlier on in the game. 
Once you reach Spear Pillar, the game will ask you if you want to play
the Heaven's Pipe. Say yes, and you will play it, causing a staircase to
appear and the music to change. Head up it, and SAVE BEFORE YOU REACH THE
TOP of the stairs. As soon as you reach the top, Lukas/Dawn will get an
exclamation mark above their head and head forward to Arceus, beginning
the battle with a shadow of Arceus appearing as opposed to the usual
screen shaking.

Just be careful of Hyper Beam as 120 Attack and a 225 power move are going
to hurt. I HIGHLY recommend you use a Master Ball to try for a good nature,
as unless you want a hacked one you sure as hell aren't getting another
good one.

Once you catch a good one, celebrate. You've caught one of the hardest
Pokemon there is to get so far.

===================
[13] Manaphy
===================
Number: #490
Location: Pokemon Ranger
Level: 1
Type: Water
HMs Needed: None
Signature Move: Heart Swap
Ability: Hydration
Catch Rate: 3, but you don't catch it.
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd

Moveset
--------
Tail Glow - Raises Special Attack by two stages.
Bubble - A weak Water-type move that may reduce speed.
Water Sport - Lowers the power of Fire-type moves for the user.

Manaphy is different from the other legendaries in the fact that it
cannot be obtained by Pokemon Diamond & Pearl alone, nor can it be
obtained from an event (well, it can but there's an easier way). 
To get Manaphy, you must get a copy of Pokemon Ranger, preferably
a US one. Then, complete the game and enter this code into the
Ranger Net: P8M2-9D6F-43H7. Complete the mission, and you'll get
the egg. You will then need two DSes, one with Ranger and one with
Diamond/Pearl. To transfer Manaphy across, you must unlock Mystery
Gift on your D/P. You can see how to do this at Serebii (www.serebii.net).
Transfer the Egg across, and a man dressed in green will be waiting at every
Poké Mart in Sinnoh. Go to one, talk to him, and recieve the Manaphy egg (you
need to have a free slot in your party, btw). Then walk approximately 2,560 
steps and watch as your Manaphy hatches with a slightly different animation
to a normal egg.

You can also breed this Manaphy with a Ditto for a Phione, but 
you can always go on the GTS for one. They're bound to be there
by the dozen. 

YOUR PHIONE IS NOT VALUABLE. DO NOT ASK FOR SOMETHING VALUABLE IN 
EXCHANGE FOR A PHIONE. Thank you.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
VI. Movesets
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Note that EVs specified in this moveset will be for 31 IV stats. You may need
to change the EVs accordingly. Also, just a run through what each ability owned
by a legendary does:

Pressure - When a move is used against the Pokemon with it, 2 PP is used.
Levitate - All Ground-moves are evaded as long as Gravity is not in effect.
Flash Fire - When hit by a Fire-move, all Fire moves have a raised power.
Slow Start - Halves the Pokemon's attack and speed stat for five turns. 
Bad Dreams - Deals 12.5% of damage to the opponent when they are asleep.
Multi-type - Allows the user to change type depending on the item held.
Hydration - Any status is healed at the end of the turn when rain is active.
Natural Cure - Status effects are healed when the Pokemon is switched out.

==========
Dialga
==========
Dialga is one of the two dragon sweepers this generation, sporting a large
amount of resistances, a good movepool and another Pokemon with a 150 base
Special Attack stat (the others being Palkia, Rayquaza and Deoxys-RS). Not to
mention Dialga can equip the Adamant Orb which powers up all Steel and Dragon
attacks it uses by 25% of the original power.

Dialga @ Adamant Orb
Trait: Pressure
EVs: 232 Spd / 252 SAtk / 24 HP
Timid Nature (+Spd, -Atk)
- Thunder Wave
- Draco Meteor
- Dragon Pulse
- Thunder

This is the set I would run if I had the correct nature. D: I use those EVs on
my Mild Dialga however, and they seem to work fine. I can't remember why I run
them though. Shoot me.

Anyway, Thunder Wave can help with Dialga's base speed of 90 by quartering the
speed of anything it hits, though you better be careful of Groudon. Groudon is
the main problem here; though you can probably kill it or at least cause a huge
dent with Draco Meteor. Just be prepared to take a huge amount of damage from
Earthquake if the latter happens.

Dragon Pulse is a good STAB move and helps finish off weakened stuff. Plus,
it saves you having to use Draco Meteor. Effective in late game.

Thunder helps with Kyogre, and it can also help you score a good hit on Lugia,
Ho-oh or Manaphy as well. 

Flash Cannon isn't used because of how little it covers. Steel is an excellent
defensive type, but not a very good attacking one. There aren't even any Rock
or Ice ubers, IIRC.

Dialga @ Adamant Orb
Trait: Pressure
EVs: 252 Atk / 252 Spd / 4 Def -OR- 252 Atk / 12 Spd / 96 Def / 148 HP
Adamant Nature (+Atk, -SAtk)
- Iron Tail
- Dragon Claw
- Thunder Wave
- Earthquake

It could always be a bit of novelty. Choose the first spread if you want to try
and outspeed the odd 90 base speed ubers, or the second spread if you do not
care about outspeeding the others and would rather power up your defenses.
I'd go with the special set though.

==========
Palkia
==========
Palkia is the other dragon sweeper, sporting a dual Water type which is likely
inspired by the pearls inset in its shoulders. Pearls come from the water, of
course. Anyway, Palkia is good enough on its own, but its also a team player,
working extremely well with Kyogre's Drizzle ability. Plus, it gets its own
power up orb like Latias & Latios, which powers up its Dragon & Water attacks
by 25% of the original mount.

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 120 Atk / 252 Spd / 138 SAtk
Hasty Nature (+Spd, -Def)
- Draco Meteor
- Surf
- Aqua Tail
- Dragon Pulse / Thunder / Spacial Rend

This is probably one of the best sets going with Palkia. Draco Meteor has the
same uses as Dialga for being one of the most powerful attacks the uber meta-
game, and the whole competitive metagame of Pokemon has seen yet at a power of
210 (thanks to it ALWAYS being affected by STAB as only Dragon Pokemon learn
the move) running off a 150 Special Attack base. And with a 25% boost, which
means Draco Meteor's total power is 262.5, which I believe rounds down to 262.
Impressive.

Surf works with STAB and Lustrous Orb as well, giving it a power of about 177.
This is further boosted if Drizzle is in play to 265 power, which is stronger
than Draco Meteor. This is why I HIGHLY recommend you combine Palkia with
Kyogre if you decide to play it.

Aqua Tail is for Blissey, since it is physical and it also gets the boost from
Lustrous Orb. Dragon Pulse is to finish things off, identical to Dialga's use
for it. However, Surf could probably do this job, so you could go Thunder
to get a couple Super-Effective hits on other Kyogre or other ubers weak to
it, or you could go with Spacial Rend for novelty. 

In addition, Spacial Rend has a high critical hit ratio. With Lustrous Orb and 
STAB, Spacial Rend is boosted from 100 power to 187.5, although this rounds 
down to 187 power. If this scores a critical hit, it has approximately 374 
power, maybe 375 if it doesn't round down until the final result. This is even 
stronger than Palkia's fully boosted Surf attack. Mind the 5 PP, though. And
the fact the critical hit only happens 12.5% of the time unless you use Scope
Lens. But please, stick with Lustrous Orb.

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 252 Atk / 252 Spd / 4 SAtk
Lonely Nature (+Atk, -Def)
- Draco Meteor
- Dragon Claw
- Stone Edge
- Aqua Tail

If you decide to use this set over the special one, you're either crazy, stupid
or you really want to try and catch your opponent by surprise. 120 attack isn't
bad mind, but it's a pity not using that 150 Special Attack. It really is.

==========
Uxie
==========
A Pokemon who specializes in defenses, unfortunately Uxie cannot do all that
much. Its defensive movepool is pretty small overall, which really hinders it.
Plus, Cresselia COMPLETELY outclasses it. It didn't even take another gen for
this thing to be outclassed. A pity. Well, it has Ground immunity at least.
Then again, so does Cresselia.

Uxie @ Leftovers
Trait: Levitate
EVs: 252 HP / 96 SAtk / 84 SDef / 76 Def
Bold Nature (+Def, -Atk)
- Stealth Rock
- Yawn
- Thunder Wave
- Grass Knot

This is one way you can play Uxie, and I made this set up off the top of my
head. :x Stealth Rock does a base 12.5% damage to anything that switches in
when its active. It actually factores in type, so you could do 50% to anything
with a quadruple weak to rock, which is extremely effective against some things
such as Articuno and Moltres. Yawn is what helps this; the opponent must either
stay in the battle and fall asleep, or switch out and take damage.

When you're expecting a switch, you can Thunder Wave to get paralyzed Pokemon
on the switch. BE VERY CAREFUL OF RHYPERIOR - this is what Grass Knot is for.
With Rhyperior's weight, Grass Knot is 120 power, which is 480 power without
Solid Rock factored in.

==========
Mesprit
==========
Mesprit is the balanced one of the trio, and for some reason the one with 80 HP
as opposed to the 75 HP of the other two. It does have its uses, although it
isn't as useful as Azelf. Nonetheless, this thing isn't completely outclassed 
by another legend. Not yet, anyway. And actually, this thing has 105 base in
four stats. Not bad, considering it isn't the Mew of this generation.

Mesprit @ Leftovers
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psychic / Flamethrower / Fire Blast / Grass Knot
- Thunderbolt
- Ice Beam

A sweeper set. Mesprit does have good enough stats to use this, especially with
Calm Mind in its arsenal. Boltbeam is the usual hit nearly everything, etc. The
other move is a choice; Grass Knot can inflict some heavy (no pun intended) 
damage on some Pokemon, and can be some pretty good offense against Rhyperior
who's Solid Rock ability really prevents Ice Beam from doing too much.
Flamethrower or Fire Blast is the only offense you have against Magnezone,
and Shedinja as well but that barely ever sees OU use. Psychic is just for
the STAB which makes it 135 power. Timid is simply to outspeed as much as 
possible, since 80 base speed isn't what you'd call excellent. 

Mesprit @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 172 Spd / 86 HP
Timid Nature (+Spd, -Atk)
- Psychic / Grass Knot
- Flamethrower
- Thunderbolt
- Ice Beam

The same set as above, but with a couple alterations. 172 Speed gives it 264
speed, which Choice Scarf boosts to 396 which makes you faster than everything
except the obvious Electrode, Ninjask and the like. You can take EVs out of
HP to put in Speed if you need more due to an IV less than 31.

Mesprit @ Leftovers
Trait: Levitate
EVs: 252 HP / 224 Spd / 34 SAtk
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Grass Knot
- Stealth Rock / Thunder Wave / Calm Mind

The "standard" Mesprit set, although I had to make the EVs myself apart from
the HP part (thanks to 0ma for that ;x). 224 Spd gives it 252 speed, enough to
outspeed Gyarados that take it especially far with the speed stat by going 251.
34 SAtk is just somewhere for the reminaing EVs to go.

==========
Azelf
==========
Azelf is the trio who will see the most use IMO, as it has the most benifiting
stats, works with about three sets, learns Nasty Plot and overall has an excel-
lent movepool. Definitely give it a try if you can. 125 Special Attack, 125
Attack & 115 Speed is nothing to mess with.

Azelf @ Life Orb
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 Atk
Hasty Nature (+Spd, -Def)
- U-turn
- Explosion
- Psychic
- Thunderbolt / Grass Knot

A mixed set. U-turn can get you out of the battle if need be, and Explosion
is always fun.

Azelf @ Life Orb
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Psychic
- Flamethrower / Fire Blast / Grass Knot / Explosion / Thunderbolt
- Flamethrower / Fire Blast / Grass Knot / Explosion / Thunderbolt

Your usual special sweeping set. Nasty Plot + Psychic is pretty powerful;
then pick any two special moves to your preference. Note that Explosion can
still OHKO Blissey, even though Azelf is Timid.

Azelf @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Thunderbolt
- Psychic
- Grass Knot

For those who have a Modest Azelf like me and wish to boost that speed up a bit
can use this set. 383 Special Attack is nothing to mess with, and if you can 
Baton Pass a couple special attack boosts to this thing it can damage things.
Fire Blast can OHKO Jirachi & Celebi when Azelf has a doubled Special Attack,
and Thunderbolt can put a large dent in Manaphy. Psychic just works well, and 
Grass Knot is an excellent Grass-typed move for the majority of Ground and Rock
types, due to their sheer heaviness. You may be better off not Baton Passing 
boosts to this Azelf though, as you'll be stuck with one attack which can 
easily sabotage the strategy.

==========
Cresselia
==========
Cresselia is the real OU defense legendary this generation, sporting a good
movepool, excellent HP, Defense and Special Defense stats and IMO, a nice look.
:x Aside from that, Cresselia's main purpose is to wall; its attack stats are
too miniscule to do anything.

Cresselia @ Leftovers
Trait: Levitate
EVs: 252 HP / 58 Def / 200 SDef
Calm Nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Grass Knot
- Ice Beam

One of Cresselia's two standard sets. This is a sleeptalking one, which has its
uses. 

Cresselia @ Leftovers
Trait: Levitate
EVs: 252 HP / 58 Def / 200 SDef
Calm Nature (+SDef, -Atk)
- Moonlight
- Charge Beam / Calm Mind
- Grass Knot
- Ice Beam

And here's the other one, which sports a special attack raising move and a 
healing move instead of a resttalk moveset. Charge Beam allows Cresselia to
take on Gyarados, whereas it can't otherwise. Some people have been trying to
utilize Cresselia as a Draco Meteor Salamence counter, which could work.

==========
Giratina
==========
Giratina is the Uber legendary focused on defense - and it does a damn good
job at it. 120 Defenses, 150 HP and 100 attacking stats. All you'd ever need
in OU, and more - hence why it's uber. Plus, its typing walls a LOT of things.
Ghost / Dragon is quite effective.

Giratina @ Leftovers
Trait: Pressure
EVs: 252 HP / 94 Def / 164 SDef
Calm Nature (+Def, -Atk)
- Calm Mind
- Will-O-Wisp
- Dragon Pulse
- Shadow Ball

A set that allows Giratina to wall, boost and score a super-effective hit on
many ubers, such as Mewtwo, Lugia & the Lati. Will-O-Wisp can weaken Groudon, 
and Calm Mind can really help it wall a lot. You'll probably need the extra 
special defense it gives you, due to how rampant Draco Meteor is. Thunder Wave 
is also an option.

==========
Heatran
==========
Ah, Heatran. It has plenty of Special Attack, and defenses to boot. The problem
is that its typing - Fire/Steel - gives it a 4x Ground weakness. Earthquake
is damn common in OU. So what does that equal? Dead Heatran. Unless you can
avoid Earthquake, of course. You'll need some common sense when using this
legendary. However, you could switch it in on ANY Fire-move, and that includes
Will-O-Wisp. Flash Fire can be useful.

Heatran @ Leftovers
Trait: Flash Fire 
EVs: 252 SAtk / 116 HP / 96 Def / 48 Spd
Modest Nature (+SAtk, -Atk)
- Flamethrower / Fire Blast / Overheat
- Metal Sound / Will-O-Wisp
- Earth Power
- Flash Cannon / Hidden Power Grass / Explosion

A prime example of a hit & run Pokemon, especially one that has a small useful
movepool. Heatran's best part is its Special Attack; better than Moltres' by 
five points, but it lacks speed. Now, time for the moves.

Metal Sound can be an interesting concept, as it could force switches, or give
Heatran a chance to strike a high amount of damage. However, I wouldn't count
on it being revolutionary; Metal Sound Zapdos never caused as much hype as it
was expected to, so this thing definitely won't. Alternatvely, you could use
Will-O-Wisp to catch Earthquakers on the switch.

The fire move depends; Flamethrower is if you want to make sure you hit, Fire
Blast is for that bit extra power, and Overheat if you want to use the hit &
run strategy. 394 Special Attack combined with a 210 move should deal a lot of
damage.

Earth Power is really a filler. You could go with Flash Cannon here as well,
but Steel is a really bad attacking type. Rock is taken care of by Earth Power
or HP Grass, and Ice is taken care of by the Fire-move. 

HP Grass is for a 4x effective move against certain Rock-types, and for some
offense against Water Pokemon. Explosion is just fun, and it can help beat
an unaware Blissey.

Heatran @ Choice Specs / Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature (+SAtk, -Atk)
- Flamethrower / Fire Blast / Overheat
- Earth Power
- Dragon Pulse
- Hidden Power Grass / Ancientpower / Flash Cannon / Dark Pulse

This could work, but I really don't know. Definitely go with HP Grass if you
can get it. You could use Choice Scarf to get 379 speed from the get go, which
can outspeed any base 120 Pokemon or below that don't have any speed aids.

Heatran @ Leftovers
Trait: Flash Fire
EVs: 252 SAtk / 116 HP / 96 Def / 48 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- Flamethrower
- Solarbeam
- Explosion

I suppose it's an option. I wouldn't recommend it unless its for a Sunny Day
team, though. Maybe not even then.

==========
Regigigas
==========
Ah, Regigigas. Unfortuantely, it isn't that useful. If you can keep it out for
five turns and never switch it out again, that's great. But I hope you can
avoid Roar and Whirlwind without the aid of Protect, Detect or anything else.

You could possibly use it with Trick Room, but it won't raise attack.

Regigigas @ Leftovers
Trait: Slow Start
EVs: 252 HP / 80 Def / 176 SDef
Impish Nature (+Def, -SAtk)
- Crush Grip
- Toxic / Knock Off
- Substitute
- Return

Regigigas' signature move, Crush Grip, can actually be useful, but it does use
the attack stat so Slow Start still weakens it. From what I saw in a Pokemon
Battle Revolution video though, it seems Regigigas can cause quite a bit of
damage with Crush Grip. FYI, Crush Grip's power depends on the amount of HP
the opponent has left. The higher their HP, the higher the power. Simply use
Crush Grip when they're at 100% health, then finish off with Return. You can
always put a sub up - 110 HP base isn't bad - and Knock Off can help with
things that won't die due to Leftovers, but Toxic can also help you defeat
things before Slow Start is up.

Regigigas @ Choice Band
Trait: Slow Start
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
- Return / Double-Edge
- Earthquake
- Stone Edge
- Ice Punch

Although Regigigas doesn't have a brilliant movepool, this can work somewhat.
But at Regigigas' speed with Slow Start, I HIGHLY recommend you only use this
set with Trick Room. When Regigigas goes first, this set may be able to deal
some damage. Maybe.

Another thing worth noting about Regigigas is that it is the ability that is
the source of the problem. However, Regigigas' usefulness in a double battle
is dictated by where you use it. Apparently if Slow Start is removed somehow
(Skill Swap or Worry Seed) in a Double Battle on DP Wi-Fi, then the attack and
speed cut vanish. However, if you do it on Pokemon Battle Revolution, then the
attack and speed cut remain for the amount of turns it would have if you didn't
remove it.

==========
Darkrai
==========
Now Darkrai is a blessing. Dark-type in an environment with many Psychics, a 
Special Attack that equals Alakazam's, a Speed stat that equals Swellow and
is higher than almost every uber, though Mewtwo outspeeds it, and a movepool
that is better than Gengar's. An awesome signature move that is one of the most
accurate sleep moves yet, beaten only by Spore and an ability that hurts the 
opponent while they sleep. What more could you want?

Darkrai @ Leftovers
Trait: Bad Dreams
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dark Void
- Ice Beam
- Dark Pulse

A basic sweeper set. Calm Mind is the usual stat raiser, Dark Void can put an
opponent to sleep and hurt it with Darkrai's ability, and Ice Beam and Dark
Pulse can score a Super-Effective hit on many ubers, including Mewtwo, Mew,
Latias, Latios, Rayquaza, Groudon and Lugia. Definitely not bad.

Darkrai @ Leftovers
Trait: Bad Dreams
EVs: 252 SAtk / 252 Spd / 4 Atk
Hasty Nature (+Spd, -Def)
- Focus Punch
- Dark Void
- Ice Beam
- Dark Pulse

An alternative set with Focus Punch for some offense against Blissey. 

If you don't want to use either of these sets, be inventive. Darkrai's movepool
really is great. Just remember, it is ubers, so some moves like Focus Blast
will only be useful in certain situations, such as Dark-type Arceus.

==========
Shaymin
==========
Shaymin is basically another Celebi, except worse unfortunately. Although it
does get Seed Flare, which is the strongest Grass-attack yet (since Solarbeam
is 2 turns), but Seed Flare only has 85% accuracy and 5 PP. Nonetheless, 
Shaymin's movepool is suited for tanking, since it has barely any special 
movepool. The only things it can use are Grass attacks, Psychic and Hidden 
Power. Yeah.

Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 172 Spd / 86 SAtk
Timid Nature (+Spd, -Atk)
- Seed Flare
- Aromatherapy
- Leech Seed
- Substitute / Synthesis

I suppose this set could work alright as a supporter, but it really shows how
small Shaymin's movepool is. Pity, the thing's cute. ;; But beside that, Seed
Flare is basically a Grass Fire Blast, but instead of burning it has a 40%
chance of lowering Special Defense. Considering Seed Flare's damage depends on
that stat, it can be very effective.

Aromatherapy can be used to heal your team of statuses, obviously. Leech Seed
helps Shaymin get HP back, and you can either Subseed or use Synthesis to get
more HP back if needed. Pity it doesn't learn Recover.

==========
Arceus
==========
Arceus. 16 different items. 17 different items. A movepool that rivals MEW. 
Arceus is the God of Pokemon, and with a base stat total of 720 it definitely
shows this. However, all stats are 120; although 120 is a high stat for OU, the
majority of ubers have a stat at 130+ that they specialize in. Usually. However
Arceus is very good for a balanced uber.

Due to there being 17 types, there are WAY too many movesets to list. However, 
no matter what set you give it, you HAVE to give it Judgement. 100% accurate, 
and ALWAYS 150 base power as the move changes type with Arceus. Definitely 
worth using. Other than that, try to mix and match with the type you make your
Arceus. I'd recommend Dark or Bug-type, but its your personal preference. Just
use Judgment as your STAB move. Always.

==========
Manaphy
==========
Manaphy is the other 100 stat legendary this generation, and it is a WHOLE lot
better than Shaymin. It is already fine by itself, sporting Tail Glow and a
viable special movepool, but when you factor in Rain, this becomes a beast. 
Hydration allows it to Rest AND HEAL FROM ITS SLEEP ON THE SAME TURN IT USES
IT. This thing can work great in OU, and it might even stand a chance in ubers
thanks to Kyogre's Drizzle ability.

Manaphy @ Leftovers
Trait: Hydration
EVs: 84 HP / 252 SAtk / 172 Spd
Timid Nature (+Spd, -Atk)
- Tail Glow / Rain Dance
- Surf
- Ice Beam / Rest
- Grass Knot / Rest

The common Manaphy set will have a moveset arranged like this. You will usually
see Tail Glow and Ice Beam/Grass Knot together, and Rain Dance and Rest used
together. I personally don't like using Manaphy to set up the rain, but I guess
it does have the defenses to do so.

Hydrated Rest, dubbed 'Hydrorest' by some people is Manaphy's advantage. If the
rain is in effect, just rest up and you will heal. Hydration does indeed affect
self-induced status effects, and I've tested it myself, so don't e-mail me to
say it doesn't, please. Beside that, Manaphy is the only other thing than
Volbeat to get Tail Glow so far, and it utilizes it a hell of a lot better.
Although I suppose the introduction of Nasty Plot has downed the value of such
a Pokemon with Tail Glow, it's still hella useful.

Surf is for STAB and for the rain boost should you use it. Ice Beam is the very
common Water-type move, and Grass Knot can help with those Pokemon who weigh 
heavy. 

I'm not going to bother giving a moveset for Phione, as it is really, really
crap. But if you must use it, I'd go with Hydrorest since it can't learn Tail
Glow.

Manaphy @ Leftovers
Trait: Hydration
EVs: 84 HP / 252 SAtk / 172 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind / Rain Dance
- Rest
- Surf
- Ice Beam

This set is just more suited for Hydrorest.

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VII. Credits
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

I'd like to thank the following sites/people:

Serebii.net - For its Pokedex and the occasional detail I needed to check. And 
the English names, of course.

YouTube.com. - For a couple videos on how to get Darkrai, Shaymin and Arceus 
normally.

L255J - For his Elite Four Door glitch walkthrough that helped me to decide on 
a layout and for something to point people to for Shaymin and Darkrai. Oh yes,
and actually sending an e-mail with compliments about my guide which made me
quite happy. :)

0mastar - For the odd detail I wanted some opinion on and a LOT of help with
the moveset section.

Game Freak - For actually making this game. :X

Powerful_Blaziken88 - For suggesting the use of Net Balls on Palkia and for a
correction where I left it as Mio City.

"James" - HUGE credit for several things. Showing me the touchscreen during
the Shaymin event, which it turned out I did know but forgot completely. Also,
for showing me the ways of the DS AR and convincing me to get my own. :x So,
that may mean random Pokemon giveaways in the future. Also, thanks for giving
me a Manaphy. =D Ah yes, and last but not least, showing me how to change the
Pokemon Pearl codes to work on Pokemon Diamond.

Myself - :D

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IX. Copyright etc.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

This guide cannot be reproduced for a profit or for anything except 
personal use. It can also not be placed on any website that does not
have permission to use it. If you wish to use this guide, drop me an
e-mail (address at the top of the FAQ) and I will get back to you as
soon as possible. REMEMBER TO GIVE ME A LINK TO WHERE YOU ARE PUTTING
THE GUIDE IF I AGREE TO IT. If permission is not given, then it is a
breach of copyright. 

The following websites are allowed to use this guide:
- Gamefaqs.com (www.gamefaqs.com)
- MyCheats/1up.com (www.mycheats.com)
- Neoseeker (www.neoseeker.com)
- Bleepland (www.bplforum.net)
- There was some other site but I lost the e-mail. >>;

If the guide is seen elsewhere, I'd appreciate it if you could tell me
via e-mail.

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