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Tuesday, May 17, 2011

Random Cute Pokemon #6

Pidove



Oshawott



Axew


Random Cute Pokemon #5

Elgyem


Sunday, May 15, 2011

Chansey!


Chansey is one of the most useful Pokemon you could have with you in Single battles. 

They have an incredibly high HP and good Special Defense Base Stat, which turn them into a Special Attack Wall.
Pokemon that rely on Special Attacks to take down their opponent will find a Chansey to be an Impenetrable wall.
Given that Chansey is so gifted with it's Special Defense, to make the Pokemon fair for the game, it's Defense stat is almost non-existent. How ever, this does not mean it cannot take a Physical hit! If you know how to train it right, it can at least take one strong Physical hit without feinting.

Lets take a look at Chansey's Base Stats so we know what we're dealing with.

250   HP
    5   Att
     5   Def
       35   Sp.Att
      105   Sp.Def
       50   Speed

For training Chansey, you want to get one with 31 IV in HP, Defense, and Special Defense. You also want to have one with a nature that adds 10% to the Defense stat, while taking from one of either Attack, Special Attack, or Speed stats. These natures are: Bold, Impish and Relaxed, in the same order.
When you have this Chansey, you want to train it so that it has 252 EVs in Defense, and 252 EVs in HP. This brings Chansey's Defense stat to a reasonable amount, and with such a bloated HP stat, it will definitely be able to hold it's own from a Physical hit.

Now, you may be asking, why didn't I say to do this with Blissey, given that Blissey has slightly more Base Stats than Chansey? Well, the answer is that Chansey, unlike Blissey, is able to use an item called an Eviolite. The Eviolite adds an extra 50% Defense and Special Defense to Pokemon holding it, if they have yet to evolve into their final form. This item makes Chansey much stronger than Blissey, and also really gives it that kick when it comes to being a Wall Pokemon.

All that sounds great, but a Wall Pokemon is nothing if it can't cause mayhem for the opponent along with standing in their way. So you're going to need a move set that can do this most of the time. Here is a move set that I think works best for this Chansey.

Soft Boiled (Level Up)
Toxic (TM)
Heal Bell (Egg Move)
Stealth Rock (Gen IV only)

This is a complicated Chansey to cook up. But it can be done, and as you can see, one attack only exists in Gen IV for this Pokemon, so all the cooking will have to be done in a Gen IV game with Stealth Rock TM.
To get the Egg Move Heal Bell, you'll need to breed a Male Skitty with around 31 IV in HP, Defense and Special Defense, and have it learn Heal Bell through leveling up. Use this Skitty to breed the move Heal Bell  and it's IVs across to a Chansey. When you have a Chansey with 31 IV in HP, Defense and Special Defense, you're set, kuz it'll also have Heal Bell. From there, just train its EVs as mentioned above, then level it up till it learns Soft Boiled, then Give it the TM for Toxic and Stealth Rock. From there, you can send it over to your Generation V game through the Transfer machine.


Once in Pokemon Black or White, give it the Eviolite, and you're ready to use it in Battle. (Given it is at least level 50)
The idea for using this Pokemon is to have it use Stealth rock at the start, if you're opponent has sent out a non-steel type Pokemon or a Pokemon that doesn't have Poison Heal Ability, then the next attack would be Toxic, and from there, you would alternate between Softboil when needed, keep in mind, you might have to anticipate an attack and heal directly after it in the same turn to keep Chansey from feinting, (If trick room is in play, then Chansey should be able to heal before they strike) and as time goes on, Toxic will take them down eventually. It's also good to have a Ghost type Pokemon of some sort in the team, so when you can see the opponent is about to use a Fighting attack on Chansey, you can swap to that Pokemon, without causing it damage (Assuming there isn't a Stealth Rock in play on your field or anything similar)

I hope you find this information useful, enjoy playing with you pinkolicious Chansey! Stay tuned for more useful information.

Monday, May 9, 2011

Practicing with my Ion team

So I recently ventured out in my Pokemon White game to catch the new legendary fighting dogs.

Cobalion
Steel Fighting type

I took my Jolly Munna with Synchronize ability out to Mistralton Cave where Cobalion waits. You first have to catch this one to unlock the other two.
It took me a couple retries to get a Cobalion I was happy with. I got a Jolly Cobalion with IV's 29|29|6|20|30|25. With that, I decided to put 252 EVs in speed and attack, and 6 in HP.

Terrakion
Rock Fighting type

After catching Cobalion, I put it in my PC, and set off to catch Terrakion. This Pokemon is located in Victory Road. There's a cave that would have previously been blocked from you before you caught Cobalion. If you enter through the Elite 4 side, it's down the left stair case and a bit further to the left.
I once again took my Jolly Munna with Synchronize ability, and after some retries caught a Jolly Terrakion with these IVs: 29|29|24|27|18|5. It's speed stat was disappointing to me, but I knew it's others made up for it.  So I chose to put 252 EVs in Speed and Attack, and 6 in HP.

Virizion

Grass Fighting type

After catching Terrakion, I set off to Pinwheel Forest where Virizion is located. Just off a path near the double bridges. I took my Jolly Munna with me, hoping to catch a jolly Virizion, but I ended up with a Mild one, but I took it, because I figured I could have my Virizion be flexable, and learn both attack and special attack moves. Its IVs are: 29|26|20|20|29|31. Because of this, I chose to give it 252 EVs in Speed and Special Defense, and 6 in HP.

These three Pokemon are definitely made for Triple Battles. They're able to work together really well, and they all come with Helping Hand attack to boost each others' attacks in battle. I've made another video here showing just as an example of how these three work really well together, enjoy!



I hope this is useful to you for when you catch your Ion Pokemon. Just remember to save before you battle, and be patient, and take your time till you catch one you're happy with! :D

Random Cute Pokemon #4

Minccino


Upgrade!














If you're still playing Heart Gold, Soul Silver, Platinum, Diamond or Pearl, and you haven't yet played these new games, you should definitely upgrade!

Lots of awesome new Pokemon to battle with in these games!

Saturday, May 7, 2011

Random Cute Pokemon #3

Litwick


How to: Catching Strong Wild Pokemon

So far I've taught you how to breed your own strong Pokemon, but what if you wanted to have a strong version of a Pokemon that can't breed? Like Cobalion, Terrakion, Virizion, etc.

Well, to get strong versions of these Pokemon, there's very little you can do but be very patient.

There is one tool that will help you get that ideal one faster, and that is the use of the ability Synchronize.

There are a few Pokemon that can have this ability, but the most easily available Pokemon in Black and White with Synchronize is Munna.
What you want to do is catch heaps of Munna's with Synchronize. (Make sure when you encounter them, they don't have a forewarn ability telling them your strongest move, because that Munna doesn't have Synchronize ability)
You want to catch one that has the Nature you want your [Cobalion/Terrakion/Virizion/etc..] to have.
When you have this Munna, you just make sure it is in the first position in your Party when you encounter them in the wild, that way the wild Pokemon will have a 50% chance of having the same ability.

You can use some other tools to help you catch them quicker, I advise having a Pokemon with False Swipe attack, and particularly a very high level one too, I use a Haxorus that I don't battle with. Just switch from Munna to your False Swipe Pokemon and bring the wild Pokemon down to 1HP.

It might also be a good idea to have a Pokemon with Static ability to be sent out after that, so if the wild Pokemon makes contact with it, there's a chance they will get paralyzed, or alternatively, send out a Pokemon that knows Thunderwave.

There's also a thing called Critical Pokeballs in Pokemon Black and White. These have a distinct sound when you throw the Pokeball, sort of a "shing!" sound. All they do is up the catch rate of that particular Pokeball.
Some people say Critical Pokeballs are rare, but I've had them occur a lot to me, so I find them relatively common, given the kind of rare things there are in Pokemon. Some people also say that it's rarer to have a Critical Pokeball fail than to actually have a Critical Pokeball, but I've also seen a Critical Pokeball fail when I tried to catch Cobalion in this exact what I'm describing.


Anyway. It's good to leave a space in your team when you seek out the Pokemon in the wild. Save the game before you speak to them, and when you've caught them, use the IV calculator here:


To work out what IV's it has, and from there, you can decide if you are happy with what you have, or are willing to keep trying again and again until you get one you're more pleased with.

Keep in mind, this process gets you completely random IV's each time. So if you ever find one that has 30/31 IV in 3 stats that are beneficial to it, then it is very rare, and you should definitely stick with it. If by some stroke of luck you got one with 30/31 IV in 5 stats, you would have a very valuable Pokemon.

Next time I'll talk about the usefulness of Ditto in Pokemon Breeding. And how to get Shiny Pokemon.

Friday, May 6, 2011

Random Cute Pokemon #2

Joltik & Oshawott





I haven't forgotten about making posts about different types of teams, I'm in the process of getting a good battle video of a Sandstorm Team. So keep an eye out for that post, as there are many possibilities to a Sandstorm Team, given four groups of Pokemon can benefit from a Sandstorm. (Rock, Ground and Steel types, along with Pokemon who have Sand Veil, Sand Rush or Sand Force ability.)

Random Cute Pokemon #1

Emolga

Thursday, May 5, 2011

Pokemon Teams Part 1

The Rainy Day team:
There are many types of Rain based teams, and I intend on just presenting a few of the possibilities.

-First of all, what does the rain do?
Water moves are 50% stronger.
Fire moves are 50% weaker.
Solar Beam is slower to charge up.
Thunder and Hurricane attack never miss, and have a 25% chance of breaking through Protect/Detect attack
Synthisis, Morning Sun, and Moon Light only heal 25% HP.
Dry Skin ability Pokemon gain 1/16th HP each turn, and up to 1/4 HP if hit by water attacks
Rain Dish ability Pokemon gain 1/16th HP each turn.
Hydration ability Pokemon are cured of Status Problems.
Swift Swim ability Pokemon have their Speed doubled.

-Second, how do you activate the Rain?
There are two ways, either have a Pokemon use the attack Rainy Day, or send out a Pokemon with the ability Drizzle. The second way is best, as Drizzle lasts until the weather is changed, where Rainy Day will only last 5 turns, or 10 turns, if the user held a Damp Rock. (I might be wrong by how much the Damp Rock lengthens Rainy Day, but it definitely does.)


Now you know all the effects of having Rain in a Pokemon Battle.
The next step is to use this knowledge to your advantage, by making a team of Pokemon that will utilize these Rain effects to maximize the damage you can do, while also reducing the damage you take, or in this case, recover any lost HP.

Here's some examples of opening set ups for Triple Battles with a bit of an explanation:

A) Kingdra (Swift Swim ability and Surf Attack)
     Jellicent (Water Absorb ability and Muddy Water Attack)
     Politoed (Drizzle ability and Surf Attack)

This is a very useful set up, what you get is the ability to hit each Pokemon either side of the middle Pokemon with both a Surf attack and a Muddy Water attack, the second having a chance to lower their accuracy.
And the middle Pokemon gets hit by two Surf attacks, and a Muddy Water.
Because Kingdra will attack first usually, it might be a good idea to give it a Razor Fang as an example, as it will increase the chance to cause the first Pokemon to get hit to flinch.
You could also have Politoed hold a Water Gem, or something of the sort. You can get really creative, and play around with what items they hold to make this set up work that much better.

As for the extra three Pokemon you would need for a Triple Battle, its best to try get Pokemon that can replace those first three in any particular order, and still be very effective. Though, as we should know by now, sometimes you have to take a risk to get a good pay off.

So, I leave you with that, play around with a Rainy Day team, see how it works for you. Next time, I'll give some examples for other Weather based teams, and then start on non-weather based teams. The non-weather based teams will have a greater range in Pokemon types, which we all know, is a good thing to do, it's always easy to beat a team if they have a common weakness! Until next time! :D

Wednesday, May 4, 2011

Another Triple Battle Demonstration

This isn't the best example battle, so once again, if I get a better example, I'll post it here.

So, in this video, there are some key points I want to highlight, given they're things I've already tried to point out in my previous posts, but this is showing an in-game example of those lessons.



At the 0:35 mark, Weavile uses a Physically contacting attack on my Chandelure which has Flame Body ability (30% burn chance on contact), as you saw, Weavile was burnt from that contact with my Chandelure.
Burns are useful in any battles. A burnt Pokemon will have only 50% their normal Attack Stat, so it's good to get Physical Attacking Pokemon burnt to weaken their attacks, and given the nature of Chandelure's ability, it is most often Physical Attack Pokemon that would get affected by it.

At the 1:20 mark, Spiritomb uses Swagger on Hydreigon, I didn't really talk about this attack before, but I wanted to point it out in this case. It proves to be useful to me in this battle, as it renders their Hydreigon useless for the rest of the battle. Swagger is best used on Pokemon in two ways.
-If they are Special attacking Pokemon, it will increase their attack stat so that they do a little more damage to themselves, without adding more damage to the attacks they use against you.
-If they are Attacking Pokemon, it boosts their Attack Stat, so it's a risk, but they also tend to do some serious damage to themselves in confusion, especially if they have a low Defense Stat. (I have seen a few different Attack based Pokemon with low Defense Stats knock themselves out in one hit when they've been swaggered in combination with other attack power ups)

At the 2:15 mark, Cofagrigus' Mummy ability is spread to Weavile, and at the 3:25 mark, Pikachu also loses it's ability to Mummy. The second case was more useful to me, as it meant I could use contact moves against Pikachu, without getting paralyzed, but it would also mean I'd get Mummy Ability on which ever Pokemon I used to physically contact it.

At the 2:25 mark, Rotom uses Rain Dance. Normally, I'd prefer Gengar to still be on the field at the time, as it has Thunder attack like Rotom, which gets 100% accuracy in Rain.

At the 2:40 mark, Cofagrigus uses Trick Room, which mean gave my team an advantage, allowing them to attack first, though if you notice, the opposing Pikachu is also slow, and so the next round, I aim two of my attacks towards it.

At the 6:00 mark, Rotom uses Discharge, which is an EFTA. It hits all Pokemon on the field in a Triple battle when in the Middle Position, which Rotom is in, as you can see, my Golurk is Ground type, and unaffected by the attack, if you had a Pokemon on Rotom's other side, it'd be best to use a Pokemon with one of these attributes:
Ground type 
Volt Absorb (Would heal up to 1/4 HP)
Motor Drive (Would up their Speed Stat)
Using Protect attack
Using Substitute attack
Using any attack that takes the user out of the field for one turn (eg. Fly, Bounce, Dig, Dive) Just make sure you have the timing right. (You want to have them out of the way before they use Discharge)
Resistant to Electric attacks (Grass. Electric and Dragon types)


That concludes this post for now, once again, any questions, please feel free to comment and ask. I'll do my best to answer. I'll be looking out for some interesting Triple Battle teams to show you in the next couple of posts. Until then, stay tuned! :D

Tuesday, May 3, 2011

How to: Double/Triple Battles Part 2

Field Dynamics:
This should be pretty basic.

Doubles are simple, two Pokemon per team on the field. Attack order is based on Speed Stats.

Triples are also simple, they are, if you can imagine, two simultaneous Double Battles going side by side, containing a cross-over Pokemon in the middle of each player's side.

The Cross-Over Pokemon (Middle Position) is able to battle freely in either double battle field. Whereas the two Pokemon either side of the Cross-Over Pokemon are restricted to their own side, unless they have a CFA as mentioned it Part1.

That's mostly all you need to know about the Field Dynamics.


In Part 1 I talked about attacks that become more useful in Doubles/Triples. In this part, I will start on some Abilities that become more useful in Doubles/Triples.

Firstly, in single battles, you usually come across the same Pokemon in use over and over, and they tend to be used in the same way each time. The same goes from Doubles and Triples, only they are a different set of common Pokemon, and they are used in very different ways to a single battle.

An example of one of these Pokemon would be Smeargle. It is possible someone's found a way to make use of this Pokemon in Singles. But I have often seen it pop up in Doubles and Triples.

The reason for this is because Smeargle learns the attack Sketch, which can in turn copy any attack permanently. This means attacks that you wouldn't find in flat rule battles can sneak in with a Smeargle.
And the most common attack Smeargles turn up with is Dark Void. The trade mark attack of Darkrai.
As you can imagine, behind hit with a Dark Void in a triple battle can be very annoying, and it is. But that's the nature of Pokemon. You can't always win, and you have to accept losses every now and then.

Good Abilities for Doubles/Triples:
Cloud Nine   (stops all weather effects)
Damp (Prevents opponents from Self Destructing - in other words, no destroying half your team in one go)
Drizzle (Summons Rain)
Drought (Summons Bright Sunshine)
Snow Warning (Summons Hail)
Sand Stream (Summons Sandstorm)
Friend Guard (Ally Pokemon receive reduced damage)
Healer (30% status healing chance on Ally Pokemon each turn)
Justified (Attack increases if hit by a Dark type attack - can abuse this by having an Ally Pokemon use Beat up on the Pokemon with Justified ability)
Levitate (Immune to spikes and ground attacks)
Lightning Rod (Draws all electric attacks towards this Pokemon and the Pokemon's Sp.Att will go up)
Storm Drain (Draws all water attacks towards this Pokemon, and the Pokemon's Sp.Att will go up)
Magnet Pull (Traps steel types in the field)
Motor Drive (Speed goes up if hit by an Electric attack)
Telepathy (Immune to Ally attacks)
Victory Star (Teams Accuracy goes up 10%)
Water Absorb (Heals up to 1/4 HP when hit by a water attack)
Volt absorb (Heals up to 1/4HP when hit by water attack)

These are just some of the good abilities for these types of battles.

There is real potential out there to get creative and put together some interesting team set ups.
The best way to make a team for Doubles and Triples is to get the Pokemon in the team to feed off each other's strengths and abilities. You want your whole team to work together really well, and in as many combinations as possible, so that you can still use your team's full potential in any scenario.

For example, it's a bad idea to have a Pokemon use Earthquake from the Middle Position, if say, one of the Pokemon on either side has Levitate ability, and the other is Flying type. Normally, Earthquake wouldn't affect the levitating Pokemon, but because the Ally Pokemon using the attack has Mold Breaker, it will affect them.

I'll leave you with an example video of me battling a trainer named Jasper online using the Random Match Up system.
It's not the greatest example of a Triple Battle. If I have a good example battle, I will upload it here and explain what makes it such a good example.


If there are any questions about any of my posts so far, feel free to comment, and I'll do my best to answer them in future posts! Stay tuned! :D

Monday, May 2, 2011

Checking For your Pokemon's IVs

I realised I forgot a vital tool. The ability to work out what IVs your Pokemon has.

Use this link to work it out, but let me explain it to you:


To know a Pokemon's IVs. You must also know that Pokemon's EVs.
If you know exactly how many EVs the Pokemon has in each stat, you can work it out, as the calculator in that link has a place for you to put the number of EVs it has in each stat.

The best way to work out a Pokemon's IVs, is to never have used it in battle before. That way you know it has no EVs at all.

IV calculations are very inaccurate when their level is low. So its a good idea to have a stock of Rare Candies to level the Pokemon up to around level 20 to get a fairly good calculation.
Rare Candies don't add any EVs to a Pokemon, so it's safe to use them to get a better calculation.

If you lack the Rare Candies. The fastest way to get them is to catch a team of Lilipups, level them up to at least 21. Don't let them evolve.

Lilipups have Pick Up ability, and if you battle two wild Pokemon, then check your team, there's a good chance at least one of them will have found an item. Most of the time it wont be what you want, but if all your Lilipups are above level 90, then they should find Rare Candies a lot.

Don't forget to add the Pokemon's Nature to the Calculator too.

Example:
Haxorus Level 57
Adamant Nature
HP - 171 - 6 EVs
Att - 248 - 252 EVs
Def - 122 - 0 EVs
Sp.Att - 73 - 0 EVs
Sp.Def - 100 - 0 EVs
Speed - 169 - 252 EVs

When you put this information into the IV calculator, you get these results:
HP - 30 - (30 or 31) 50% Accurate
Att - 31 - (OK!) 100% Accurate
Def - 26 - (26 or 27) 50% Accurate
Sp.Att - 16 - (OK!) 100% Accurate
Sp.Def - 27 - (27 or 28) 50% Accurate
Speed - 31 - (OK!) 100% Accurate


Try it out for yourself if you want to test it. Or give it a go with your own Pokemon.

Stay tuned for more! :D

How to: Pokemon Breeding Part 2

Pokemon IVs (Individual Values)

Every Pokemon has a set of IVs to them, 6 in total (one for each stat). Each IV is a number between 0-31.
The number represents how fast each stat will grow, on top of that Pokemon's base stat.

For example. Pokemon like Mew, Celebi, Jirachi and Victini all have 100 Base stat in all 6 stats.
If a Mew had 31 IV points in all it's stats, except speed, which had 0 IV points. Then all it's stats will grow at it's maximum potential, except for it's speed, which will be significantly less than the other stats as it levels up.

So naturally, you would want your Pokemon to have as much 31 IV points as possible in all it's stats it uses. (You want a Pokemon like Haxorus to have 31 IV in Attack, and you don't care what IV it has in Sp.Att, because you'll never use that stat.)

This makes for breeding Pokemon a little easier, if you identify what you want your Pokemon to be.
The next thing is to test your patience to see if you can wait as long as it takes to make that ideal Pokemon.

Basics of IV Breeding:
The egg usually get three of it's IVs randomly selected from it's parents, and the other three IVs are random, or a mash up or the parents, chance in other words.
You have to some degree, control over what IVs the egg will get. And the control comes from giving the parent Pokemon with the IV you want to breed across holding the appropriate Power Item.
HP - Power Weight
Att - Power Bracer
Def - Power Belt
S.At - Power Lens
S.Df - Power Band
Spd - Power Anklet
It works about 100% of the time when only one parent is holding a power item.
When both are holding different Power items, it still works, but it's slightly less accurate.
I'm not sure if it's true for all, but I've sometimes noticed that when one parent is holding either the Power Bracer or Power Lens, it tends to copy that parent's Attack IV and their Sp.At IV. But I think it might be a coincidence, unless you also experience the same, then let me know.

Basics of Nature Breeding:
If you have one parent with the ideal nature you want in the egg, then you can give them an Everstone to hold, and 50% of the time, the egg will have the same nature.

As for breeding Abilities. You can't. It's always random.

That's about it for now with IV breeding. If there are any questions, please feel free to ask in the comments. :D

How to: EV training

There are a lot of resources out there for EV training, so I don't want to spend too much time on this subject.
I'll summarize it.


EVs are Effort Values. Basically, every single Pokemon is worth amount of EV points in a certain stat.
For example


Psyduck is worth 1 Special attack EV. But Golduck is worth 2 Special Attack EVs.

To find out what any Pokemon is worth, check out this link:

Each Pokemon is able of  earning 510 EVs in total. But, a max of 255 EVs per stat.
4 EV's = 1 Stat point extra at level 100.
Because of this, it's always advised to put only 252 max EVs, otherwise the last 3 EV's will be unused and wasted, give a max of 252 EV in two stats, and 6 in a third to optimize EV training.

Now, you may think EV training is a bit tedious, given a Psyduck will only earn you 1 in special attack. Well, there are items that speed this process up, along with a strange Pokemon Virus called Pokerus.

Macho Brace:
The Macho Brace is for EV training, Basically, any Pokemon holding this item, will gain twice the amount of EVs as normal.
-1 Psyduck = 1 x 2 = 2 EV

Pokerus:
Pokerus is a strange virus that doubles a Pokemon's earned EVs, it's really rare, and you may just catch it randomly when you battle a wild Pokemon that has it. But it's really rare, up there with the shiny Pokemon. So its advisable to hunt down someone who has Pokerus on their game, and get them to spread it to your Pokemon.
It's always good to keep a couple Pokemon with the virus in your PC and not to touch them, only use them to re-spread the virus across more Pokemon, should the virus disappear from them, which it does over time.
Though, if a Pokemon had Pokerus, it never goes away completely, they may lose their infectious ability, but they don't lose Pokerus' ability to Double the EV's a Pokemon earns.
-Battle 1 Psyduck with Pokerus = 1 x 2 = 2 EVs
-Battle 1 Psyduck with Pokerus while holding Macho Brace = 1 x 2 x 2 = 4 EVs

Power Items:
Power Items can be purchased at the Battle Subway (or Battle Frontier). They're really useful items for EV training. There are 6 of them, one for each stat:
HP - Power Weight
Attack - Power Bracer
Defense - Power Belt
Sp.Attack - Power Lens
Sp.Defense - Power Band
Speed - Power Anklet
Each of these items will add 4 extra EVs on top of the EV(s) it earns in the stat the item is meant for.
-Battle 1 Psyduck while holding Power Lens = 1 + 4 = 5 EVs
-Battle 1 Psyduck while holding Power Lens and with Pokerus = (1 + 4) x 2 = 10 EVs
-Battle 1 Golduck while holding Power Lens and with Pokerus = (2 + 4) x 2 = 12 EVs


That is all there is to EV training really, the only finer details I can think of, is that if a Pokemon holds EXP share, then yes, they too gain EVs, but they only get the normal amount, unless they have Pokerus, in which case, they get double. And EVs don't get shared between those who were in the battle, they all get the EV as if they battled it by themselves.

EV training Hot Spots:
HP - Ducklett (Driftveil Drawbridge, shadows) = 1 EV
        Stunfisk (Iccirus City, Surf) = 2 EVs  (I'd advice using the stunfisk)
Att - Lilipup and Patrat (Route 1) = 1 EV
Def - Sewaddle and Venipede (Pinwheel Forest) = 1 EV
         Swadloon and Whirlipede (Pinwheel Forest) = 2 EVs
S.Att - Litwick and Elgyem (Celestial Tower) = 1 EV
S.Def - Frillish (P2 Lab, Surf) = 1 EV
Speed - Basculin (Water just off Route 1, Surf) = 2 EVs

I hope this helps you with your EV training. Just remember to count the EV's properly.

If you need to check to see if they're done properly, go to Opalucid City, in the house behind the Pokemon Center should be a girl who tells you if they're done.
Not done = Hasn't worked hard enough yet
Done = Oh, your <x> has worked really hard!


Stay tuned for more on IV breeding, because IV breeding makes full use of a Pokemon's potential, and without it, I honestly don't see the point in EV training.