Where to find kyurem in white




















This attack does greater damage when influenced by an enormous flame. It may leave the target with paralysis. TM02 Dragon Claw 80 15 -- The user slashes the target with huge, sharp claws. TM06 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM07 Hail -- -- 10 -- The user summons a hailstorm lasting five turns. TM10 Hidden Power?? TM13 Ice Beam 95 10 10 The target is struck with an icy-cold beam of energy.

TM14 Blizzard 70 5 10 A howling blizzard is summoned to strike the opposing team. TM15 Hyper Beam 90 5 -- The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. TM16 Light Screen -- -- 30 -- A wondrous wall of light is put up to suppress damage from special attacks for five turns. TM17 Protect -- -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18 Rain Dance -- -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves. TM20 Safeguard -- -- 25 -- The user creates a protective field that prevents status problems for five turns. TM21 Frustration?? TM27 Return?? TM29 Psychic 90 10 -- The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. TM30 Shadow Ball 80 15 -- The user hurls a shadowy blob at the target.

It may also lower the target's Sp. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. TM33 Reflect -- -- 20 -- A wondrous wall of light is put up to suppress damage from physical attacks for five turns. TM39 Rock Tomb 50 80 10 -- Boulders are hurled at the target.

It also lowers the target's Speed by preventing its movement. TM42 Facade 70 20 -- An attack move that doubles its power if the user is poisoned, burned, or has paralysis. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. TM48 Round 60 15 -- The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. TM49 Echoed Voice 40 15 -- The user attacks the target with an echoing voice.

If this move is used every turn, it does greater damage. TM52 Focus Blast 70 5 -- The user heightens its mental focus and unleashes its power. TM56 Fling??

Its power and effects depend on the item. TM65 Shadow Claw 70 15 -- The user slashes with a sharp claw made from shadows. TM66 Payback 50 10 -- If the user moves after the target, this attack's power will be doubled. TM68 Giga Impact 90 5 -- The user charges at the target using every bit of its power. The user must rest on the next turn. TM71 Stone Edge 80 5 -- The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio. TM80 Rock Slide 75 90 10 -- Large boulders are hurled at the opposing team to inflict damage.

It may also make the targets flinch. In the wild, the battle ends. TM87 Swagger -- 90 15 -- The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.

The copy serves as the user's decoy. TM91 Flash Cannon 80 10 -- The user gathers all its light energy and releases it at once. You might even run out of Pokeballs. There are many Poke Balls out there that can help you catch a Legendary Pokemon.

Ultra Balls may be an obvious choice, but those things still may make it hard on you. If the battle is going on for some time, which it probably will, you can always use a Timer Ball to help out. If it's night, or you're in a cave, using a Dusk Ball will increase your chances a ton. If needed, use them for Kyurem and either Zekrom or Reshiram.

If you use it again, it will cause the Pokemon to faint. The Pokemon's HP is at 1 and it still won't be captured?! Inflict a Status Effect on it. The most valuable Status Effects are Sleep and Paralysis.

Place one of these on the beast with 1 HP and you may have a shot at catching it. The following Legendary Pokemon can be found in Black 2 and White 2. Detailed information coming. Kyurem is the main Legendary Pokemon of Black 2 and White 2. See more about that below. After capturing one of them, go to the North-most cave in Giant Chasm to find Kyurem. After catching Kyurem, you will find a special item that allows you to merge Kyurem with Zekrom or Reshiram.

Zekrom and Reshiram were originally the main legends of Pokemon Black and White, but in Black 2 and White 2, they are more like secondary legends to be merged with Kyurem.

The twin trainers didn't see eye to eye, so the Pokemon split into two, which became Zekrom and Reshiram. Zekrom and Reshiram can only be found in one version of these Pokemon games. Zekrom is found in Black 2, and Reshiram is found in White 2.

In both games, N owns this Legendary Pokemon. Take this stone to the top of Dragonspiral Tower to capture it. Like Pokemon Black and White, the three swords of justice can be found and captured. However, they will be in entirely different locations. Nothing special will be needed to capture them.

The first fighting legendary Pokemon you will run into is Cobalion. It is found on Route The first fighting legendary Pokemon you will run into is Virizion.

The first fighting legendary Pokemon you will run into is Terrakion. The three flying Legendary Pokemon of Black and White are not directly found in Black 2 and White 2, but they can be transferred. There, they will have their new forms and be at Level Some of them require prerequisites before being found.

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Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article Steps. Tips and Warnings. Things You'll Need. Related Articles. Author Info Last Updated: October 8, Lucunosa town is located east of Opelucid City, at the end of Route Once in Lacunosa Town, make sure you are stocked up on Poke Balls and healing items as the battle will be quite a challenge it is level 75 after all. Then take the exit on the right towards Undella Town via Route If you are coming from Undella Town, bypass Step 3.

If you went this way, bypass Step 4. When you get there you will be greeted by the confusing yet quite small Route Once there, go south battle the trainer if you wish to , go through the first patch of grass, preferably on the right hand side as you can collect an item and avoid another patch of grass. Then hop over the ledge, and keep going until you reach the clearing. Then turn left and go down the steps, through the patch of tall grass and keep to the face of the cliff to the hero's right.

Make a left when you reach the end of the beach and walk up to the far-off set of steps. Climb them, and continue onwards to the Giant Chasm.

Make sure you use HM Strength to move the boulder in case you lose to Kyurem so you can quickly access it again. If you started this event from Undella Town, your journey is much simpler.

You have to arrive at Route 13 after stocking up of course , go up the steps and follow the beach, staying as far right as possible but do NOT turn at the end of the second set of steps to go down the very narrow alleyway of sand as this will lead you back to the start of Route Then you reach the steps and continue on also making sure to move the boulder using HM Strength.

Once this is done, you will arrive at Giant Chasm. It looks very simple at first, but many challenges await you. First you must enter the cavern in the middle of the entrance. Once inside you will be in a dark room.



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