SharKing
I won't bite... much.
- Joined
- Jan 2, 2009
- Messages
- 3,794
- Reaction score
- 14
I decided to get back into the Gen. V metagame after taking a break because of all the crazy-broken things that hadn't been banned yet. I even decided to make a new team, so here it is, ready for ratin'. You know what to do.
YouDie.com the Porygon-Z
Modest / Choice Scarf / Adaptability
- Tri Attack
- Trick
- Thunderbolt
- Ice Beam
6 HP / 252 Sp. Attack / 252 Speed
What can I say? I love Porygon-Z too much to not use it, and I'm personally satisfied with its performance as a Trick Lead. If it doesn't Trick right away, it can do so later to cripple walls, but not always before it uses the Speed itself to pick things off with its powerful Tri Attack and the coverage of BoltBeam.
Coca-Cola the Scizor
Adamant / Choice Band / Technician
- Bullet Punch
- U-turn
- Superpower
- Pursuit
252 HP / 252 Attack / 6 Speed
Yeah, I know. Original name, right? Original Pokemon, right? Well, Scizor does its job, and that's what matters. It picks things off with Bullet Punch, scouts while hitting hard with U-turn, crushes Blissey, Tyranitar, and Steel-types with Superpower, and catches fleeing Ghosts with Pursuit. It's a sort of glue for the team.
SharKing the Sharpedo
Mild / Life Orb / Speed Boost
- Hydro Pump
- Crunch
- Ice Beam
- Protect
58 Attack / 252 Sp. Attack / 200 Speed
Because I always have to use my mascot, LOL. I decided to abuse its new Speed Boost with a mixed set I created some time ago. Hydro Pump is for STAB and hitting as hard as possible, Crunch is for secondary STAB and the death of Ghosts like Jellicent, and Ice Beam is for coverage and Dragon-killing (since Dragons rampage all over the tier once again). Protect is for obvious Speed Boost spammage. The EVs are more finely tuned than I usually make them; it has just enough Speed to outpace Adamant Sand Rush Excadrill after two turns.
Nickname Pending the Salamence
Naive / Leftovers / Intimidate
- Dragon Claw
- Dragon Dance
- Earthquake
- Fire Blast
240 Attack / 18 Sp. Attack / 252 Speed
I know I've made it a policy not to use potential suspects, but I don't believe Salamence is a potential suspect; you know how long it took to be Uber-fied last gen, and it got almost nothing new to catch up to the power creep. Anyway, this is the classic Dragon Dance mix set with my own conservative touches; I aim to get two Dragon Dances if possible to really sweep the foe, I don't want to be locked into Outrage against something like Ferrothorn, and I don't want to die early to Life Orb, especially with a Stealth Rock weakness.
フルインビ (Furuinbi) the Claydol
Sassy / Leftovers / Levitate
- Earthquake
- Rapid Spin
- Reflect
- Stealth Rock
252 HP / 6 Defense / 252 Sp. Defense
My trusty Claydol from back in the Gen. IV days. I found that it fits in to this team quite well, and Rapid Spin is certainly appreciated. Earthquake's there to not be Taunt bait (and maybe kill Excadrill), Reflect add some temporary physical bulk that Reuniclus can abuse, and Stealth Rock's obvious.
Nickname Pending the Reuniclus
Bold / Leftovers / Magic Guard
- Shadow Ball
- Focus Blast
- Calm Mind
- Recover
252 HP / 252 Defense / 6 Sp. Defense
I needed something else to make my team more resistant to Fighting, so I recycled my Reuniclus set from my Battle Subway team. Hey, the blob-bear's great at what it does. It sets up Calm Mind in front of walls that find themselves unable to cripple it because of Magic Guard. This godly Ability shuts out Sandstorm, Toxic, Leech Seed, and so much more! Recover makes sure it stays in longer, and with two slots left for attacks, I saw it fit to forgo its STAB (which doesn't have a lot to say for itself) and go the perfect-coverage route. Besides, most Conkeldurr are actually faster than Reuniclus, so there's no need to kill them right away when I can Calm Mind on them and Recover off the damage from their unboosted Payback. This is especially true at first when I still have Claydol's Reflect; just set up two or three Calm Minds, and throw a Focus Blast the carnie's way before Reflect dies. Shadow Ball destroys Jellicent, and Focus Blast makes Excadrill cry.
Any major issues I haven't addressed? Or is this team all good to rampage? You decide!
![Spr_5b_474.png](/proxy.php?image=http%3A%2F%2Farchives.bulbagarden.net%2Fmedia%2Fupload%2F4%2F48%2FSpr_5b_474.png&hash=4683d89cbf258aa851306910ff4ae452)
YouDie.com the Porygon-Z
Modest / Choice Scarf / Adaptability
- Tri Attack
- Trick
- Thunderbolt
- Ice Beam
6 HP / 252 Sp. Attack / 252 Speed
What can I say? I love Porygon-Z too much to not use it, and I'm personally satisfied with its performance as a Trick Lead. If it doesn't Trick right away, it can do so later to cripple walls, but not always before it uses the Speed itself to pick things off with its powerful Tri Attack and the coverage of BoltBeam.
![Spr_5b_212_m.png](/proxy.php?image=http%3A%2F%2Farchives.bulbagarden.net%2Fmedia%2Fupload%2Fe%2Fe8%2FSpr_5b_212_m.png&hash=d11ee256049678aca8625d9f203dac33)
Coca-Cola the Scizor
Adamant / Choice Band / Technician
- Bullet Punch
- U-turn
- Superpower
- Pursuit
252 HP / 252 Attack / 6 Speed
Yeah, I know. Original name, right? Original Pokemon, right? Well, Scizor does its job, and that's what matters. It picks things off with Bullet Punch, scouts while hitting hard with U-turn, crushes Blissey, Tyranitar, and Steel-types with Superpower, and catches fleeing Ghosts with Pursuit. It's a sort of glue for the team.
![Spr_5b_319.png](/proxy.php?image=http%3A%2F%2Farchives.bulbagarden.net%2Fmedia%2Fupload%2Fb%2Fb0%2FSpr_5b_319.png&hash=e88e3982f9be06a4f6b19dfa811aa8c3)
SharKing the Sharpedo
Mild / Life Orb / Speed Boost
- Hydro Pump
- Crunch
- Ice Beam
- Protect
58 Attack / 252 Sp. Attack / 200 Speed
Because I always have to use my mascot, LOL. I decided to abuse its new Speed Boost with a mixed set I created some time ago. Hydro Pump is for STAB and hitting as hard as possible, Crunch is for secondary STAB and the death of Ghosts like Jellicent, and Ice Beam is for coverage and Dragon-killing (since Dragons rampage all over the tier once again). Protect is for obvious Speed Boost spammage. The EVs are more finely tuned than I usually make them; it has just enough Speed to outpace Adamant Sand Rush Excadrill after two turns.
![Spr_5b_373.png](/proxy.php?image=http%3A%2F%2Farchives.bulbagarden.net%2Fmedia%2Fupload%2F7%2F7a%2FSpr_5b_373.png&hash=25539a9b605e62345bb09e937dd02605)
Nickname Pending the Salamence
Naive / Leftovers / Intimidate
- Dragon Claw
- Dragon Dance
- Earthquake
- Fire Blast
240 Attack / 18 Sp. Attack / 252 Speed
I know I've made it a policy not to use potential suspects, but I don't believe Salamence is a potential suspect; you know how long it took to be Uber-fied last gen, and it got almost nothing new to catch up to the power creep. Anyway, this is the classic Dragon Dance mix set with my own conservative touches; I aim to get two Dragon Dances if possible to really sweep the foe, I don't want to be locked into Outrage against something like Ferrothorn, and I don't want to die early to Life Orb, especially with a Stealth Rock weakness.
![Spr_5b_344.png](/proxy.php?image=http%3A%2F%2Farchives.bulbagarden.net%2Fmedia%2Fupload%2Fb%2Fb7%2FSpr_5b_344.png&hash=33708a00bb1a7f12e956ad91dcbb69dd)
フルインビ (Furuinbi) the Claydol
Sassy / Leftovers / Levitate
- Earthquake
- Rapid Spin
- Reflect
- Stealth Rock
252 HP / 6 Defense / 252 Sp. Defense
My trusty Claydol from back in the Gen. IV days. I found that it fits in to this team quite well, and Rapid Spin is certainly appreciated. Earthquake's there to not be Taunt bait (and maybe kill Excadrill), Reflect add some temporary physical bulk that Reuniclus can abuse, and Stealth Rock's obvious.
![Spr_5b_579.png](/proxy.php?image=http%3A%2F%2Farchives.bulbagarden.net%2Fmedia%2Fupload%2F1%2F10%2FSpr_5b_579.png&hash=b13160907e356f7f25fff87741813746)
Nickname Pending the Reuniclus
Bold / Leftovers / Magic Guard
- Shadow Ball
- Focus Blast
- Calm Mind
- Recover
252 HP / 252 Defense / 6 Sp. Defense
I needed something else to make my team more resistant to Fighting, so I recycled my Reuniclus set from my Battle Subway team. Hey, the blob-bear's great at what it does. It sets up Calm Mind in front of walls that find themselves unable to cripple it because of Magic Guard. This godly Ability shuts out Sandstorm, Toxic, Leech Seed, and so much more! Recover makes sure it stays in longer, and with two slots left for attacks, I saw it fit to forgo its STAB (which doesn't have a lot to say for itself) and go the perfect-coverage route. Besides, most Conkeldurr are actually faster than Reuniclus, so there's no need to kill them right away when I can Calm Mind on them and Recover off the damage from their unboosted Payback. This is especially true at first when I still have Claydol's Reflect; just set up two or three Calm Minds, and throw a Focus Blast the carnie's way before Reflect dies. Shadow Ball destroys Jellicent, and Focus Blast makes Excadrill cry.
Any major issues I haven't addressed? Or is this team all good to rampage? You decide!
Last edited: