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  • posted a message on RMT - New OU

    Celebi @ Leftovers
    Trait: Natural Cure
    EVs: 252 SAtk / 4 HP / 252 Spd
    Modest Nature
    - Nasty Plot
    - Giga Drain
    - Earth Power
    - Hidden Power [Ice]

    Special sweeper. Switch in on a favorable move to get a Nasty Plot setup and let the sweep begin. Giga drain as STAB / Self heal, Earth Power for Fire/Steel Types, and HP Ice for Dragons and Grass. 

    Infernape @ Life Orb
    Trait: Iron Fist
    EVs: 4 HP / 252 Atk / 252 Spd
    - U-turn
    - Overheat
    - Mach Punch
    - Stone Edge

    Mixed attacker. U-Turn for scouting, Mach Punch for quick-hitting fighting STAB, and Stone Edge for coverage vs dragons/flying. Overheat as a fire STAB sacrifices SpAttk without hurting other moves. 

    Latios (M) @ Expert Belt
    Trait: Levitate
    EVs: 252 Spd / 252 SAtk / 4 HP
    Timid Nature
    - Draco Meteor
    - Psyshock
    - Surf
    - Thunderbolt

    Second special sweeper. Good coverage, two STABS, and Surf and Thunderbolt add OHKOs to some that others can't handle.

    Espeon @ Light Clay
    Trait: Magic Bounce
    EVs: 252 Spd / 252 HP / 4 SAtk
    Timid Nature
    - Reflect
    - Light Screen
    - Wish
    - Hidden Power [Fire]

    Support #1. Switch in on entry hazards and set up dual screens. Wish for healing, although it's kind of weak from Espeon. HP Fire takes out common entry hazard users (Ferrothorn and Forretress)

    Gliscor @ Toxic Orb
    Trait: Poison Heal
    EVs: 184 Def / 252 HP / 72 Spd
    Impish Nature
    - Substitute
    - Protect
    - Toxic
    - Night Slash

    Support #2: Toxic and Sub/Pro to annoy opponents. I took out the more common Earthquake / Ice Fang because I have them on others, and needed something to hit Alakazam/Reinucleus hard. 

    Gastrodon @ Leftovers
    Trait: Storm Drain
    EVs: 84 Def / 252 HP / 172 SDef
    Sassy Nature
    - Earthquake
    - Scald
    - Recover
    - Toxic

     Support #3: Walls a lot of threats and hits back with Scald/Earthquake. Scald adds possible burn support but Toxic is preferred for damage. Recover out of necessity. 

    Posted in: Competitive Rate-My-Team (5th Gen)
  • posted a message on Rate my OU Team


    #1 Ninjask @Focus Sash

    Ability: Speed Boost
    Nature: Bold
    EV: 248 HP / 236 Def / 24 Speed
     
    Moves:
    Protect
    X-Scissor
    Swords Dance 
    Baton Pass
     
    Standard baton pass Ninjask to set up Salamance for a sweep. Depending on the opponent's opener, can boost Speed and attack at least two stages each w/ Swords Dance on first turn, take a hit and survive w/ Focus Sash, Speed Boost at end, and then Protect -> Baton Pass. Usually works as a good set-up, although Sandstorm inducers ruin the set-up. Likewise, unanticipated multi-hitters can ruin it, too.
     
     
    #2 Salamance @Lum Berry
    Ability: Moxie
    Nature: Naive
    EV: 252 Attack / 252 Speed / 4 HP
     
    Moves:
    Dragon Dance
    Outrage
    Fire Fang
    Earthquake
     
    The goal is for Salamence to receive Ninjask's stat boosts, although not always possible. So, Dragon Dance is used if the situation calls for it. Earthquake and Fire Fang hit for super effective against common threats in OU, while few can stand up to a boosted Outrage. Lum Berry cures confusion at the end and lets the rain of death continue.
     
     
    #3 Cloyster @White Herb
    Ability: Skill Link
    Nature: Jolly
    EV: 252 Attack / 252 Speed / 4 SpAtk
     
    Moves:
    Shell Smash
    Icicle Spear
    Rock Blast
    Hydro Pump
     
    Second sweeper and potential opener, again depending on the opposing team. Set up with Shell Smash and destroy. Rock Blast helps destroy sun teams.
     
    #4: Espeon @Light Clay
    Ability: Magic Bounce
    Nature: Timid
    EV: 252 HP / 252 Speed  / 4 Def
     
    Moves: 
    Reflect
    Light Screen
    Psyshock
    Hidden Power Fighting
     
    Dual Screens Espeon for added defense w/ Magic Bounce serving as an alternative to a rapid spinner. Psyshock as the main offense w/ HP Fighting for Dark-types, especially Tyranitar.
     
    #5: Magnezone @Air Balloon
    Ability: Magnet Pull
    Nature: Timid
    EV: 252 SpAtk / 220 Speed/ 36 HP
     
    Moves:
    Thunderbolt
    Substitute
    Flash Cannon
    Hidden Power Fire
     
    Magnezone basically serves one or two purposes. First, he traps and One- or Two-Hit KO's Forretress and Ferrothorn with HP Fire. Second, he can hide behind a substitute and hit with either STAB, depending on the switch-in. Thunderbolt takes out Cloyster and other Water Types while Flash Cannon hits Tyranitar, which is brought in as an intended counter with Fire Blast. 
     
    #6: Gliscor @Toxic Orb
    Ability: Poison Heal
    Nature: Impish
    EV: 252 HP / 184 Def / 72 Speed
     
    Moves:
    Earthquake
    Ice Fang
    Swords Dance
    Protect
     
    Gliscor serves as a physical wall with a potential to sweep, either via intercepting Ninjask's Baton Pass or using his own Swords Dance. 
     
     
    Some problems I've been having running this setup:
    1. Jolteon w/ HP Ice
    2. Sandstorm teams
    3. Annoying Breloom
     
    Posted in: Competitive Rate-My-Team (5th Gen)
  • posted a message on New OU Rain Team -- Comments/Suggestions plz :)
    Before commenting, I'm trying to not just have a team that makes use of Rain, but also using Pokemon that belong in the rain (i.e., a theme). Aside from Volcarona, I think I've accomplished that aspect. 
     

    #1 Politoed @Choice Specs

    Ability: Drizzle
    Nature: Modest
    EV: 252 HP / 252 SpAtk / 4 Speed
     
    Moves:
    Hydro Pump
    Ice Beam
    Focus Blast 
    Hidden Power Grass
     
    Typical offensive Politoed to set up rain with Drizzle and hammer the enemy with Hydro Pump. Ice Beam counters Dragons/Grass, HP Grass counters Gastrodon/Swampert/Jellicent, and Focus Blast takes out Ferrothorn.
     
     
    #2 Volcarona @Life Orb
    Ability: Flame Body
    Nature: Timid
    EV: 252 Speed / 252 SpAtk / 4 HP
     
    Moves:
    Quiver Dance
    Bug Buzz
    Hurricane
    Heat Wave
     
    Depending on the opposing team, opening with Volcarona is a pretty good choice. Heat Wave takes out common openers like Ferrothorn/Forretress while Bug Buzz handles Azelf, Alakazam, and Starmie. Hurricane is the clincher thanks to its 100% accuracy in rain, and hits even harder after being boosted with a couple Quiver Dances.
     
     
    #3 Swampert @Leftovers
    Ability: Damp
    Nature: Relaxed
    EV: 252 Def / 240 HP / 16 Atk
     
    Moves:
    Stealth Rock
    Earthquake
    Scald
    Roar
     
    Physical bulk & support. Sets up stealth rock for entry hazard and uses Roar to force switch, especially useful for Substitute/Baton Pass users trying to set up. Earthquake is the main STAB while Scald is useful for its burn rather than relying on the physical Waterfall for damage. Also provides useful electric immunity on the switch
     
    #4: Tentacruel @Black Sludge
    Ability: Rain Dish
    Nature: Timid
    EV: 252 HP / 240 Def  / 16 Speed
     
    Moves: 
    Giga Drain
    Rapid Spin
    Scald
    Rain Dance
     
    Tentacruel provides needed Rapid Spin support, walls a lot of physical attacks and resists grass type attacks targeting Swampert/Politoed. Rain Dish + Black Sludge gives it nice self-healing each turn, Scald provides burning STAB to further weaken enemy attacks, and Rain Dance fills the 4th spot to cancel out opposing weather without relying on Politoed, or if Politoed is KO'd.
     
    #5: Jellicent @Leftovers
    Ability: Water Absorb
    Nature: Modest
    EV: 252 SpAtk / 172 HP/ 84 SpDef
     
    Moves:
    Surf
    Shadow Ball
    Toxic 
    Recover
     
    Jellicent is awesome to swap in on incoming Water-type attacks thanks to Water Absorb or Normal/Fighting-types thanks to its Ghost Typing. Surf and Shadow ball provide STAB coverage, Toxic for support or to force a switch, and Recover to keep him up longer. 
     
    #6: Toxicroak @Black Sludge
    Ability: Dry Skin
    Nature: Adamant
    EV: 252 Attk / 244 HP / 12 Def
     
    Moves:
    Drain Punch
    Ice Punch
    Bulk Up
    Substitute
     
    Oh, Toxicroak, we hardly knew ye. Dry Skin + Black Sludge provides healing in the rain that allows it to hide behind Substitute, set up with Bulk Up, and hammer the enemy with either STAB Drain Punch or, for coverage, Ice Punch. 
    Posted in: Competitive Rate-My-Team (5th Gen)
  • posted a message on Rate My Team and Give Suggestions, PLEASE!!!

    First, I assume this is B/W2 since you didn't say. Second, I assume you are building around a lower tier (NU/RU?). That said:

    My comments on the three you have: 

    Rampardos: I would give him Crunch instead of Pursuit; save Pursuit for a pokemon that will get a STAB off it.

    Charizard: Well, I would get rid of Dragon tail for two reasons. First, its damage is only super effective against other dragons, so it's not useful for damage. Second, its phazing ability is a very low priority. With Charizard's mediocre defenses, he can easily be KO'd before you get a chance to make use of it. Trade Air Slash for Sunny Day and your defensive move for Solarbeam. With Charizard's DW Ability, its SpAtk is boosted in the Sun. This will make for a nice sweeper.

    Umbreon: Although an excellent supporter, I wouldn't try to have him fill two roles: utilizing both Heal Bell and Wish can do more damage than good-- pick one or the other. Wish is probably a better alternative because your opponent will be hesitant to his Umbreon with a status effect due to its ability Synchronize. You can fill the last spot with a status inducing move like Toxic, but keep in mind this opens your opponent up to paralyze, burn, or poison Umbreon without fear of having their Pokemon affected, too. 

    Now, Pokemon you might consider for the rest of your team:

    Your current setup with just these three has two major weaknesses: Both Rampardos and Charizard are weak against Water, and both Rampardos and Umbreon are weak against Fighting. With the exception of Umbreon, none of your pokemon have superb defenses to guard against an unfavorable switch-in or Hidden Power. 

    To guard against a devastating Water-type attack that could KO either Rampardos or Charizard, you could add a Pokemon with the ability Water Absorb. If you correctly anticipate a water attack, you can switch-in your Water Absorb pokemon and completely block the attack (and, if the Water Absorber is damage, heal them a bit, too).

    Vaporeon or Jellicent are both good choices thanks to their defenses. Jellicent is probably the preferred choice, because its Ghost typing allows it to also block incoming fighting-type attacks aimed at Umbreon or Rampardos, essentially covering both of your weaknesses in one shot. Make a defensive Jellicent with Leftovers, and give him Recover, Protect/Taunt, and a status-inducing moves like Toxic coupled with a STAB such as Surf, or consolidate the two with Scald and add a fourth move like Shadow Ball or Hidden Power. 

    Whether you choose to add Vaporeon or Jellicent, you are opening yourself up for a weakness to Thunder attacks that will hit both the Water-absorber and Charizard for a lot of damage. A multi-type Ground Pokemon like Flygon is a good addition here, able to block the thunder attacks (and Earth attacks thanks to Levitate) and give your team some much needed STAB coverage in Earthquake and Outrage. You could also give Flygon U-Turn to escape Ice-users (and do some good damage to UU Ice-types such as Abomasnow and Weavile). Fill the fourth spot with a physical Fire Punch or Stone Edge. 

    Finally, you are missing the ever-present Steel types and all of their glorious resistances. Dual Screen Bronzong could be a good choice thanks to its excellent defenses and immunity to Ground-type attacks, but may not be necessary with Umbreon as support. If you want another offensive-type instead, Bisharp is a good choice with only three major weaknesses (Fire, Earth, and Fighting), twoof which you can block by switching in Jellicent and the other by switching in Flygon. This would also provide you with immunity to Psychic- and Poison-type moves, especially Toxic/Toxic spikes, not to mention less damage from Stealth Rocks. 

    Alternatively, you may want a different support to fill the last spot with Rapid Spin. Starmie provides good offensive support, but Forrestress gives you both Rapid Spin and entry hazards. 

     

    Hope this helps. 

    Posted in: Competitive Rate-My-Team (5th Gen)
  • posted a message on New team, need comments/suggestions

    Added my sixth =P

    Posted in: Competitive Rate-My-Team (5th Gen)
  • posted a message on New team, need comments/suggestions
    I am going for a balanced team with 2-3 Defensive/Support and 3-4 Physical/Special attackers. This is my first "real" competitive team. 
    As such I haven't made a committed decision yet and any input is greatly appreciated, especially what will be a sure-fire way to beat my team and how I can get around this. 
     

    #1 Ferrothorn @Leftovers

    Ability: Iron Barbs
    Nature: Relaxed
    EV: 252 HP / 88 Def / 168 SpDef
     
    Moves:
    Power Whip/Protect
    Gyro Ball/Protect
    Leech Seed 
    Stealth Rock
     
    Ferrothorn will be my opener to set up Stealth Rocks and use Protect+Leech seed/Leftovers to stay in play as long as possible while using one of its two STAB moves to harass opponents. I am considering using Protect in place of either for some added defense/hassling. Gyro ball is appealing because of its high power given Ferrothorn's low speed, but Power Whip is a good (yet less accurate) alternative for pesky Water/Ground types. 
     
     
    #2 Jirachi @Leftovers
    Ability: Serene Grace
    Nature: Careful
    EV: 252 HP / 224 SpDef / 32 Spe
     
    Moves:
    Thunder Wave/Body Slam
    Iron Head
    Wish
    Ice Punch/Protect
     
    Jirachi is going to be my main supporter, using Thunder Wave (or, perhaps Body Slam) to Paralyze the opponents team and Iron Head (boosted to 60% flinch rate thanks to Serene Grace). With investment in HP, Wish will heal most of my team back to full health after switch-in. The final slot is going to be up for utility: Protect would be a free turn to absorb the Wish itself, if needed, but Ice Punch is an appealing alternative to take care of Dragons. 
     
     
    #3 Starmie @Life Orb
    Ability: Natural Cure
    Nature: Timid
    EV: 252 SpAtk / 252 Spe / 4 SpD
     
    Moves:
    Thunderbolt/Recover
    Ice Beam
    Surf
    Rapid Spin
     
    Starmie is going to be my special sweeper with an added key role: Rapid spin to clear the field for others, especially Dragonite. Thunderbolt/HP Fire/Surf cover most threats, and boosted with Life Orb Starmie becomes a real threat. I am not sure if I should get rid of one move in favor of Recover to heal the Life Orb damage-over-time. 
     
    #4: Dragonite @Choice Band
    Ability: Multiscale
    Nature: Adamant
    EV: 252 Atk / 252 Spe / 4 HP
     
    Moves; 
    Outrage
    Extremespeed
    Earthquake
    Fire Punch
     
    An all-out physical build on Dragonite to hit a variety of threats: Earthquake and Fire Punch help against bulky Steel types (Fire Punch if they Levitate), Outrage provides the best physical STAB to handle competing Dragon types and Extremespeed covers faster pokemon for neutral damage. (Note: I am considering changing this to a more versatile build with Roost to make use of Multiscale and taking off Choice Band in favor of Life Orb).
     
    #5: Scizor @Choice Band
    Ability: Technician
    Nature: Adamant
    EV: 252 Atk / 248 HP/ 8 Speed
     
    Moves:
    Bullet Punch
    Pursuit
    U-Turn
    Superpower
     
    Another physical attacker with great resistances and some added some utility. Bullet punch is obligatory as the strongest priority move in the game. Pursuit offers a nice hit to enemies trying to switch out, and U-turn lets Scizor deal damage and escape from notable Fire-type threats, and Superpower hits bulky normal/steel walls.
     
    #6: Gengar @Life Orb
    Nature: Timid
    EV: 252 SpAtk / 252 Speed / 4 HP
     
    Moves:
    Substitute
    Pain Split
    Focus Blast
    Hidden Power Fire
     
    A temporary 6th-er, this Gengar fills a creative offensive role. Life Orb + Substitute work in conjunction with Pain Split; Substitute keeps it safe from Paralysis, Shadow Ball is a good STAB, and Focus Blast rounds out his set for dealing with normal/steel, especially the former if Shadow Ball is chosen as the offensive, although HP Fire might be better for certain circumstances, especially if I don't stick it on Starmie. 
     
     
    That's what I have so far, and I have some options for the sixth spot but I'm not sure what would fit best. I was considering an additional Special Sweeper like Choice Specs Genger, or maybe a Pain Split/Substitute variant. Given that half my team has a blaring weakness to Fire-types, I was also wondering if I should add a defensive Water type in case I lose Starmie and am unable to take out the threat, or a Dual Screens user for added support (Uxie is a good choice because it can also use U-turn in conjunction with Scizor). I also thought about toying with Excadrill in place of Scizor, but that requires a reliable Sandstorm setup and given the prevalence of Rain teams these days I'm not sure I want to commit to that. As another alternative, I thought about having a Volt Switch user to complement Scizor's U-Turn, but Jolteon is the only option (since Magnezone would add another Fire weakness) and Dragonite is the only earth-immune to switch into earthquakes. 
     
    Again, any comments are appreciated. :)

     

    Posted in: Competitive Rate-My-Team (5th Gen)
  • posted a message on Blissey

    Too bad most evasion-enhancing moves are typically banned in competitive play...

    Posted in: Blissey
  • posted a message on Rate my first competitive team!

    1. Swampert is better suited for physical attacks. Replace Surf with Waterfall and Ice Beam with Avalance (which deals double damage if he is hit first before using it). 

    2. If you're using Excadrill with Sand Rush, you should have some way to set up sand storm on your team. 

    3. I would give Bronzong a STAB attack instead of Rock Slide. Given his slow speed, you could try Gyro Ball, but since you're setting up Trick Room maybe not.

    4. A well-built Scizor would do your team a lot of harm, having only one weakness (Fire), which none of your Pokemon are able to counter. Likewise, you have no Grass-type attack to counter the common Water/Earth-types. Give Starmie or Bronzong Energy Ball. 

    5. You would also be in big trouble if your opponent opened up with Ferrothorn (which I always do), who is a perfect counter for Swampert and Ninjask, your first two Pokemon. You have no Special Fighting/Fire attacks to get rid of it. Power Whip would OHKO Swampert, Gyro Ball would OHKO Ninjask. Add Ingrain/Leech Seed + Leftovers and Toxic Spikes, and its ability Iron Barbs, and you can see how your team could be whittled down by just this one massive tank. 

    6. Given the above, take away Curse and Crunch from Snorlax and give him Brick Break or Fire Punch and Sleep Talk. You can counter Ghost types with Starmie using Shadow Ball instead. 

    Posted in: Competitive Rate-My-Team (5th Gen)
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