11/20/2012 6:43:48 AM
I'm wondering if this thread is slightly obsolete, because the use of Truant Durant completely breaks the Battle Subway. Perhaps a rule should be instigated to separate streaks gotten using Truant Durant.Posted in: Pokémon General
11/8/2012 8:37:25 AM
I notice that Blissey more or less laughs at most of your team. Gliscor and Ferrothorn can check it, but struggle to actually beat it, and if it has either flamethrower or ice beam so much for that. You mention rapid spin isn't very useful, and looking at it this is true, so a simple fix for Blissey would be dropping rapid spin for Psyshock. You would need quite a bit more power than Starmie has to actually bring it down, but it would be a significant buff against it, especially if you can get a leech seed on it. Starmie could care less about whatever Blissey does anyway.Posted in: Competitive Rate-My-Team (5th Gen)
11/8/2012 7:11:34 AM
Greetings. So here I am, playing Pokemon for almost a decade and a half, have done all there is to do within each main game, patron of thousands of WiFi matches, and all I ever do is get irritated by Scizors, Rotoms, sand and rain teams. I try to be original in my online bouts, and was somewhat successful going rank 211 with a Baton Pass team. Do I give in to the metagame and start VoltTurning my way to a rainy victory? Well... almost. This is the first time I've made a team so heavily OU, but I still think it retains a bout of originality that I crave. I slapped it together in about five minutes using some simple type analysis, and since trying it out my victories certainly seem to come much easier. Lets see what can be improved hm?Posted in: Competitive Rate-My-Team (5th Gen)
Jellicent – @ Leftovers
Ice Beam / Scald / Shadow Ball
248 HP / 44 Speed / 216 Defense
Jellicent was always a favorite of mine, both for its general coolness and its ability to counter everything that I hate. Scizor, Terrakion, Rotom-W and dragons are all wary if the power of the 'stache. Forms a core with Forretress as well, a sort of pseudo Jellothorn combination, with the gaps in it filled in by the rest of the team. A useful spinblocker for Forretress as well. A standard Utility Counter, and on that note it's quite fun to use taunt to wear down walls. The choices between attacks is almost never ending, with Ice Beam to pick off dragons, Scald for extra burn but contradicting with the sun on my team, and Shadow Ball for a more reliable STAB. I currently run Ice Beam and am fairly pleased with it, any differing opinions?
Forretress – @ Leftovers
252 HP / 252 Sp. Defense / 4 Defense [Minimum speed]
I find myself using Forretress almost constantly. For me Rapid Spin and hazards are both too good to pass up, and Forretress deals both fairly well. Volt Switch does what it does best, forming a cheaply easy strategy without manifesting my hatred for Scizor and Rotom-W, and once in awhile gets damage on Gyarados or Cloyster or something. Gyro Ball can pull off nice damage, taking on the likes of Terrakion and other sweepers while Sturdy works its magic.
Ninetales – @ Leftovers
Fire Blast / Flamethrower
136 HP / 252 Sp. Attack / 120 Speed
In my hatred of rain and sand for their domination, it occurred to me that weather was a key factor in my sweep, and so sun was the way to get rid of enemy weather without the debilitating effects of Hail, my favorite weather. No need to base my whole team around it either, but having sun can be beneficial for me as well. Hopefully I don't need to explain why Sunny Day is on a Drought Ninetales, which incidentally makes Solarbeam more viable. WoW is just good. Fire Blast has a nice power, which Ninetales somewhat lacks, but sometimes the one miss means everything. Usually, however, I have Fire Blast.
Magnezone – @ Choice Specs
16 HP / 252 Sp. Attack / 240 Speed
Since I wanted some paralysis support to get rid of the super fast Pokemon in my way, I changed up my old Choice Specs and added it on in place of Thunder. While noticeably lacking power, this Magnezone still does its job of eliminating steels. As things went on, however, I got frustrated over the need for power and thunder wave being very seldom used, Garchomp's return in particular, and returned to the Choice Specs set, and things seem to have worked better for it. To horribly paraphrase a certain, popular anime, "Steels will always exist, as the wall you must overcome, even if you were to hate them." Volt Switch again, because Volt Switch, and goes with Forretress, Flash Cannon for a more consistent STAB. The given spread is enough to outrun Jolly Scizor and maybe something else less important I dunno, created after such a Scizor proved to be the bane of my existence. Let me know if the EVs are off at all, I didn't use a stat calculator with them. Removing the balloon gives the ever-threatening Mamoswine another opening, but with careful playing my other pokes can get by him.
Ditto – @ Choice Scarf
252 HP / 252 Sp. Defense / 4 Defense [Minimum speed]
Well what can you say about the pimpmaster? So named The Blob after that one horror movie. I've honestly been itching to try out the Imposter Ditto since it was released, and upon doing so have discovered it to be indescribably useful. The question of how good Ditto is must be answered by how many Pokemon can defeat themselves, which is considerable. In the team's early days I honestly gotten more sweeps with Ditto than my main sweeper below. Since it became known to me that Transform only copies the positive stat changes, there was lulz to be had involving Smashers and SmashPassers, my knowledge of which is considerable considering how long I spent using Baton Pass. I know Baton Pass inside and out, and Ditto is among the more perfect counters for it, among others. The IVs give it HP Ice upon transformation, as they are not copied, and the EVs max HP, which does not get copied. In honesty the rest of it doesn't matter, but apparently lets you beat out opposing Ditto if you somehow have only both of them left, and kind of take a hit from Zoroark.
Salamence – @ Lum Berry
Fire Fang/Fire Blast
Adamant / Naughty
4 HP / 252 Attack / 252 Speed
Since Dragonite is a good deal more popular these days, I don't feel too much like a scrub for using Salamence, and the new Move Tutors mean it can reach its most devastating potential and have both Dragon Dance and Outrage. This was essentially how the team was created: what do I need to do to pave the way for Salamence? The Lum Berry gives me more opportunities to set up, and lets me keep my mind after an Outrage and use a coverage move or continue the rampage. I know some blowhards will make mention of Fire Fang, which is true, but not taking advantage of the attack boosts grinds my gears, and a miss could end me. Not that Fire Fang has perfect accuracy, but Fire Blast will miss three times as often, and the flinch has saved my rear end a few times. Sun gives it a sort-of-STAB anyway. Still, Fire Blast has its points. Salamence is supposed to clean up, but Ditto probably does it more. Oh yeah, the flying type completes my whole defense matrix, which I made using names. And arrows. Moving on...
Mamoswine's top-of-the-world super effective coverage is hugely threatening, not to mention Endeavor and Ice Shard tearing down my walls and stopping a Salamence sweep. Jellicent can usually handle it, and Magnezone in some cases. Volcarona has always been a thorn in my side--when it's not a thorn in the opponents side that is--especially if rocks aren't up and with its new Giga Drain toy. And don't just say "rocks means it sucks" like every one here did in the early days before the tiers got worked out, any smart person uses Volcarona with Rapid Spin. Takes advantage of my sun too. Stall teams, especially Rain Stall is a challenge to break through, as Ditto isn't much help there. Prankster users as well, but then, aren't they always.
So then, any thoughts? I love feedback, especially on teams I put little effort into. Anyone see any ways I can improve it?
3/24/2012 10:04:49 PM
Posted in: Wifi Trading (5th Gen)Quote from religiousjedi »Quote from iggy_sent_me »Can I make RNG requests in exchange for something of mine or should I put that elsewhere?
Good lord! Someone asking for an RNG request! What is it, if I may ask?
Well, I need a Timid Gastly (or one of its line) with good IV's on gen 4, preferably perfect ones. I don't need it shiny or anything but it has to be gen 4 because I need to use the HgSs move tutors. If someone's willing I have a Black Trainer Card so I can offer almost any Pokemon. I also have Pokerus Pokemon and way more Battle Points than I need, plus some trained Pokemon I might be able to offer and some other items like Lucky Eggs.
3/24/2012 6:58:46 PM
Can I make RNG requests in exchange for something of mine or should I put that elsewhere?Posted in: Wifi Trading (5th Gen)
3/1/2012 8:18:15 PM
They will be able to switch anyway, because they'll switch to a counter on the turn you use Wrap, then you need to switch out. Or if they get trapped they can catch on to your protect and use other moves like boosting moves or entry hazards while you protect, then they can switch to a counter or take you out once they get freed form the Wrap. As for Power Trick forcing a switch is part of the point of it. A boosting pokemon gets crippled if it stays in, and if it switches out it loses it's boosts and you've prevented it's sweep. Since Shuckle will induce a lot of switching, you may want entry hazard support to put pressure on them. Jellicent can also function as a spinblocker for this. Also, you will be taking more physical hits than special ones, so you may want to give a defensive nature instead of specially defensive. Sandstorm teams are common to face anyway, which will boost Shuckle's special defense.Posted in: Competitive Rate-My-Team (5th Gen)
3/1/2012 4:56:45 PM
I would replace Wrap on Shuckle. You simply won't be fast enough to use it, even if the opponent is paralyzed, Shuckle is that slow, and relying on Trick Room from Bronzong is too unreliable. It has a number of options, but I would take special note of Power Split, which combines Shuckle's and the opponents attack and special attack and then divides them by 2. Basically the same as Pain Split. It can cripple opposing sweepers while giving Shuckle a nice boost in offense.Posted in: Competitive Rate-My-Team (5th Gen)
3/1/2012 5:08:26 AM
Espeon and Vaporeon duly noted. I'll make a few edits and see how things go. As for Venomoth, your suggestion is again noted, but for the moment I'll stick with it for the sheer novelty. I mean, Venomoth being good? Venomoth winning games? I find this funny. :lol: I am considering that there's more focus on getting back up from broken chains than stopping them from being broken, but we'll see how things work out.Posted in: Competitive Rate-My-Team (5th Gen)
3/1/2012 4:57:43 AM
I think, for the sake of time, I'll go through your request one Pokemon at a time. And I could check, but I Highly doubt Krookodile or any Gen 5 Pokemon really, can learn Stealth Rocks, because it only exists as a TM in Gen 4. Okay scratch part of that, I know Ferrothorn can learn it by breeding, but it's illegal with Leech Seed, which Ferrothorn loves. Moving on, Samurott has three options: Physical, Special, or Support. Since you have a lot of physical already I'm going to suggest either special or support, and from there the special moveset demands Hidden Power Fire for Ferrothorn, who I'm sure everyone there will use. I'm guessing you don't want to go through the immense trouble of getting HP Fire, so Support it is. Samurott's support options consist of Taunt, Encore and Toxic for support, Grass Knot and Ice Beam for basic offense, and Scald and Dragon Tail for both. You'll probably want at least one from each of these three categories. Also, just gonna come out and say, if you're not going to EV train, it's pretty safe to say that someone, probably several someones, at this tournament WILL, because it's that good, unless you know the people enough to know how involved they are competitively, because Gen 5 EV training really isn't difficult with the proper set up.Posted in: Competitive Rate-My-Team (5th Gen)
Thought I'd locked this :S
3/1/2012 4:04:10 AM
This is a team I made after many revisions on Pokemon Online. Some of it may may subject to future metagame changes, such as the release of Genesect, but I feel confident in making this team on my actual game now. A lot of people think Baton Pass is easy to do, but it really isn't. The users are limited, it clutters up your sets, and if one thing goes wrong you'll have wasted many turns. This team regularly puts me in the 700's rankings on the Pokemon Online server, but I've never really gotten any opinions on it, so without further ado...Posted in: Competitive Rate-My-Team (5th Gen)
252 HP / 128 defense / 128 special defense
One of the most important Pokemon on the team. Magic Bounce is amazing, bouncing status, entry hazards, and most phazing. Espeon easily comes in on these things and from there sets up or switches out, BP or no. It's also a potent sweeper. If I BP 1 of Agility and Acid Armor then set up a few Calm Minds, even Blissey gets mowed over. This isn't very hard to get either, and under that situation I have more than 500 speed and significant bulk to sweep the opposition. Most recommend HP Fighting, but since I'm making this team in real time, HP anything is not an attractive option, and Grass Knot is decent filler for Tyranitar, though it needs boosts to take it on. Dark types other than Tyranitar are rare, and if one appears or I'm not in a good position to take on Tyranitar I simply BP out, usually to Vaporeon or a dark resistor, or Gliscor to absorb status. On that note, sand teams are evil. They're easy, common, and take little skill to make or use. I have trouble with them. If I take a closer look at the speed tiers I might find a reason to put some speed EVs on assuming I don't have a speed boost.
252 HP / 128 defense / 128 special defense
I used to run Aqua Ring over Acid Armor, but I switched it up when I took out Scizor, and it's been working better for it. I'd rather spend a turn protecting myself from damage than recovering it slowly, and this lets me wall many physical attackers right off the bat. Scald is for burn support and the general sake of having an attack, and it's certainly helpful against **** Dragonites and Cloysters. Wish support can revive a chain if I need to get it going again, and naturally carries with Baton Pass.
@ Insect Plate
252 HP / 252 speed / 4 special attack
Say hello to the only quiver passer in the game (besides Masquerain, who no one cares about. Poor Masquerain). This guy is often not crucial to the regular chain consisting of Espeon, Vaporeon and Gliscor, but when expletives start flying he can be the saving grace. Even one Quiver Dance passed to a receiver can wreck at least half of the OU tier, and Sleep Powder helps make this happen, although I don't like to use it since it relies on luck. Alternatively, it can sweep in a pinch with Tinted Lens, Insect Plate and Bug Buzz, which is scarcely resisted in the tier. Only by Skarmory, Heatran and Scizor I think off-hand, but none are things Venomoth wants to stay in on anyway. Obvious Politoed leads that don't have Perish Song (the bane of BP) or are too dumb to use it until it's too late make great set up fodder, and can lead to a win after barely 10 turns.
@ Toxic Orb
252 HP / 72 speed / 184 defense
I used to run Scizor with Agility and Iron Defense, but it kept falling to lead Tyranitars with Flamethrower. Granted, they can also have Ice Beam, but I find this uncommon enough to be worth risking. I usually lead with him, but I keep him in the middle to make it less obvious. Sand teams are common and nearly all will lead with Tyranitar, unless they're smarter than usual. Almost all lead Tyranitars use the same set, which gets taunted right away to stop the obvious Stealth Rocks. If I risk Ice Beam I use Agility and begin the chain as Tyranitar switches out. Or it can stay in. I take those physical attacks all day. Sometimes I decide to start wearing it down with Earthquake. Gliscor also functions as a status blocker and a semi counter for Trick users, something this team does not like. Gliscor doesn't like having a Scarf, but at least they won't like having a Toxic Orb.
@ Expert Belt
252 special attack / 252 speed / 4 HP
Receiver number one. I used to run Smogon's standard moveset, but the Focus Miss was preventing too many sweeps. So I ran this, which has better super effective coverage to work with Expert Belt and more reliably counters Heatran, who used to be a big problem. For whatever reason, Dark Pulse is ludicrously difficult to get on this special attacking dark/dragon, and is illegal with Earth Power, and Draco Meteor wasn't being used much with BP boosts on it. So Dragon Pulse became the main STAB and Earth Power and Surf make for coverage, while Fire Blast remains the same. This also carries excellent psynergy with my other receiver when I'm not using BP or need to break the chain sometimes. Replaced Kyurem, who I really like but just wasn't performing, primarily because of the Focus Miss and it's inability to run anything else.
@ Grass Gem
252 special attack / 252 speed / 4 HP
Yes... Yes... the power... THE ABSOLUTE. POWAH! *cough* Well, yes, I have 427 special attack. Receiver number two is potent, and can function pretty well on it's own too. Almost a perfect counter to Scizor, but unfortunately is walled by Heatran and Porygon 2 and sometimes Blissey. Has very good psynergy with Hydreigon and Venomoth, who lures fire attacks fairly often, and if I have more than one Quiver Dance passed to Flash Fire... may my opponent rest in peace. Grass Gem Energy Ball catches an awful lot of water types off guard when they think they can come in and troll me. It also hits grass only weaknesses like Swampert, Gastrodon, and Rotom-W, the last of which I abhor and is often used with Scizors, who fear me. For awhile I ran Will-O-Wisp and it helped often, but I then decided to use Psychic for more coverage, especially for fighting types like Cokeldurr, who is bulky and often has Payback or Stone Edge. Even more power may be attractive, but one time Fire Blast missed and I lost for that reason. And really, Flamethrower is good enough.
In general notes, I learned that playing Baton Pass well requires a few things. It's tempting to rack up an epic chain and crush the opponent, but the longer you take the more time there is for something to go wrong. I once faced another BP team, but could see right away that mine was better. After many turns I broke his chain while he hadn't done a single HP of damage to me, and my own smaller chain was free to sweep him. The key is understanding how far you need to go. As I said before, just one Quiver Pass can be enough, and knowing how many boosts you need to win is critical. I also opted not to use some other options like Substitute and Ingrain Smeargle to have more functionality outside Baton Pass and so that I don't immediately come off as a BP team in the preview. On that note, you must be able to function when things go wrong and you lose your chain. Each of my Pokes has at least one attack and all can perform on their own, and having two receivers instead of one gives me more options and staying power.
Now then, before anyone says anything about them, I'm going to list some counters.
1. Critical Hits. They break my defense boosts and I don't have Substitute to sponge them. Another reason to sweep with as few but safe boosts as you can.
2. Dragon Tail and Circle Throw. First of all, I rarely see Dragon Tail, and I have never, ever seen Circle Throw. Espeon and Gliscor stop other phazing but only Substitute can stop these, which I again don't have and am not really willing to use for the sake of it.
3. Perish Song. This carries through Baton Pass and can only be stopped by Taunt. The most common user is Politoed who I try to eliminate as soon as possible for this reason.
Now then, (finally) opinions? Thoughts on the team or on worrisome things other than these three counters? As they say in Fanfiction, omgsquee R&R
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