ShinyFlareon
bowtie coconut birb
- Joined
- Dec 24, 2007
- Messages
- 7,134
- Reaction score
- 48
I just got really lucky catching Heatran, and I want to build a team around it. It's a Rash nature, and it's trait is mischievous.
Here are it's IVs:
True, the defensive IVs aren't stellar, and neither is Attack - but I'm quite happy with the Speed, HP, and Sp. Attack ones. As such, I've decided that I want to build a team around him.
Heatran@Choice Scarf
Rash nature
4Hp/252Sp.Atk/252Spd
--Earth Power/Earthquake
-- Dragon Pulse/Hidden Power (psychic)
-- Magma Storm/Lava Plume/Fire Blast
-- Explosion
I'm having problems deciding on a Fire type move, as you can probably tell. I might actually run HP Psychic over Dragon Pulse, though - it'll net me a lot of neutral coverage, like Dragon Pulse, and will be a good surprise to any fighting types like Machamp or Hariyama that try and switch in. The EVs are fairly straightforward, and a Rash nature is actually rather lucky - this guy's probably going to have to take a lot more physical than special hits in the form of Earthquake (note that that doesn't mean I'm going to be switching him into every EQ that comes my way...I'm just thinking most of these will be 2HKOs instead of OHKOs, and the attack most likely to be sent at him in that turn between is Earthquake). However, because of the neutral attack nature, I may run Earthquake over Earth Power for two reasons: one, I won't have to deal with Earth Power's special attack drop, and two, a lot of people will probably be expecting me to run Earth Power on him, switch in something with heavy special defense, and I can surprise them with Earthquake.
So as for the team, I'm thinking of giving a Sandstorm team another try. How does this look?
Hippowdon@Leftovers
Impish nature
EVs: 252HP/4Atk/252Def
-- Earthquake
-- Ice Fang/Stealth Rock
-- Slack Off
-- Yawn
Part Sandstorm set-upper, part physical wall. Yawn will probably force a lot of switches, so I'm considering Stealth Rock over a secondary attack. Slack off to heal damage, and Earthquake for a really good STAB move. Ice Fang could also go in the second slot. EVs are an attempt to make Hippowdon as bulky as possible, while still giving EQ and the second attack some bite.
Tyranitar@Leftovers
Jolly nature
EVs:4HP/252Atk/252Spd
--Dragon Dance
-- Stone Edge
-- Crunch
-- Aqua Tail
Rather typical DD Tyranitar, filling the roles of physical sweeper and secondary Sand Stream setup. Aqua Tail allows me to hit ground-types who will probably switch in and still hits most steels for neutral damage. Stone Edge+Crunch for STAB and pretty good coverage, and Jolly nature to make sure I out-speed anything thinking it can stop me.
Zapdos@Life Orb/Leftovers
Gentle/Sassy/Lax nature
EVs: ???
--Roost
-- Thunderbolt
-- Drill Peck
-- Hidden Power (ice)/Heat Wave
Two major threats to my team are water- and grass-types with STAB Super-effective moves. This Zapdos is an attempt to counter those two threats, with a STAB electric and flying move. Thunderbolt effectively spays and neuters most water types, while Drill Peck does acceptable damage to Water/Ground types, and absolutely massacres Ludicolo. Roost to maintain health. HP Ice would give me another good attack for most dragons, but Heat Wave is an acceptable alternative. Gentle, Lax, or Sassy nature so I'm not taking anything away from Drill Peck while maintaining Zapdos' bulkiness. I seriously need help with the EV spread on this guy, though, and the item is a toss-up. Life Orb lets me deal more damage, but Leftovers helps with the residual Sandstorm damage and means I can recover more health with Roost.
Flygon@Life Orb (?)
Lonely/Naughty nature
EVs: 32HP/128Atk/32Sp.Atk/252Spd
-- Screech
-- U-turn
-- Earthquake
-- Draco Meteor
Flygon may be seen as a bit of a gimmick choice, but a Dragon-type immune to Sandstorm and not named Garchomp can't be a bad thing. Screech supports the team as a whole, U-turn let's me switch out fairly safely, and Earthquake and Draco Meteor for STAB. The EVs...need work. Max speed to make me as fast as possible, the bulk of the rest go into Attack to power up U-Turn and Earthquake, and the rest are split between HP and Special Attack.
Foretress@Shed Shell
Relaxed nature
EVs: 252 HP/162 Atk/96 Def
--Spikes
-- Gyro Ball
-- Rapid Spin
-- Explosion
Typical Rapid Spinning Foretress. Spikes over Toxic Spikes so I don't accidentally give something a Guts boost, and Gyro Ball over Earthquake because I have lots of things already running Earthquake. Exploding when I'm done finishes everything off rather well, and does respectable damage to things that don't resist it.
Here are it's IVs:
metalkid's IV calculator said:Heatran - #485 (Rash)
HP: 20
Att: 15
Def: 7
SpA: 31
SpD: 7
Speed: 26
Rash #485 Heatran: 20 / 15 / 7 / 31 / 7 / 26
Hidden Power Type is 'Psychic'. Hidden Power Power is 69.
True, the defensive IVs aren't stellar, and neither is Attack - but I'm quite happy with the Speed, HP, and Sp. Attack ones. As such, I've decided that I want to build a team around him.
Heatran@Choice Scarf
Rash nature
4Hp/252Sp.Atk/252Spd
--Earth Power/Earthquake
-- Dragon Pulse/Hidden Power (psychic)
-- Magma Storm/Lava Plume/Fire Blast
-- Explosion
I'm having problems deciding on a Fire type move, as you can probably tell. I might actually run HP Psychic over Dragon Pulse, though - it'll net me a lot of neutral coverage, like Dragon Pulse, and will be a good surprise to any fighting types like Machamp or Hariyama that try and switch in. The EVs are fairly straightforward, and a Rash nature is actually rather lucky - this guy's probably going to have to take a lot more physical than special hits in the form of Earthquake (note that that doesn't mean I'm going to be switching him into every EQ that comes my way...I'm just thinking most of these will be 2HKOs instead of OHKOs, and the attack most likely to be sent at him in that turn between is Earthquake). However, because of the neutral attack nature, I may run Earthquake over Earth Power for two reasons: one, I won't have to deal with Earth Power's special attack drop, and two, a lot of people will probably be expecting me to run Earth Power on him, switch in something with heavy special defense, and I can surprise them with Earthquake.
So as for the team, I'm thinking of giving a Sandstorm team another try. How does this look?
Hippowdon@Leftovers
Impish nature
EVs: 252HP/4Atk/252Def
-- Earthquake
-- Ice Fang/Stealth Rock
-- Slack Off
-- Yawn
Part Sandstorm set-upper, part physical wall. Yawn will probably force a lot of switches, so I'm considering Stealth Rock over a secondary attack. Slack off to heal damage, and Earthquake for a really good STAB move. Ice Fang could also go in the second slot. EVs are an attempt to make Hippowdon as bulky as possible, while still giving EQ and the second attack some bite.
Tyranitar@Leftovers
Jolly nature
EVs:4HP/252Atk/252Spd
--Dragon Dance
-- Stone Edge
-- Crunch
-- Aqua Tail
Rather typical DD Tyranitar, filling the roles of physical sweeper and secondary Sand Stream setup. Aqua Tail allows me to hit ground-types who will probably switch in and still hits most steels for neutral damage. Stone Edge+Crunch for STAB and pretty good coverage, and Jolly nature to make sure I out-speed anything thinking it can stop me.
Zapdos@Life Orb/Leftovers
Gentle/Sassy/Lax nature
EVs: ???
--Roost
-- Thunderbolt
-- Drill Peck
-- Hidden Power (ice)/Heat Wave
Two major threats to my team are water- and grass-types with STAB Super-effective moves. This Zapdos is an attempt to counter those two threats, with a STAB electric and flying move. Thunderbolt effectively spays and neuters most water types, while Drill Peck does acceptable damage to Water/Ground types, and absolutely massacres Ludicolo. Roost to maintain health. HP Ice would give me another good attack for most dragons, but Heat Wave is an acceptable alternative. Gentle, Lax, or Sassy nature so I'm not taking anything away from Drill Peck while maintaining Zapdos' bulkiness. I seriously need help with the EV spread on this guy, though, and the item is a toss-up. Life Orb lets me deal more damage, but Leftovers helps with the residual Sandstorm damage and means I can recover more health with Roost.
Flygon@Life Orb (?)
Lonely/Naughty nature
EVs: 32HP/128Atk/32Sp.Atk/252Spd
-- Screech
-- U-turn
-- Earthquake
-- Draco Meteor
Flygon may be seen as a bit of a gimmick choice, but a Dragon-type immune to Sandstorm and not named Garchomp can't be a bad thing. Screech supports the team as a whole, U-turn let's me switch out fairly safely, and Earthquake and Draco Meteor for STAB. The EVs...need work. Max speed to make me as fast as possible, the bulk of the rest go into Attack to power up U-Turn and Earthquake, and the rest are split between HP and Special Attack.
Foretress@Shed Shell
Relaxed nature
EVs: 252 HP/162 Atk/96 Def
--Spikes
-- Gyro Ball
-- Rapid Spin
-- Explosion
Typical Rapid Spinning Foretress. Spikes over Toxic Spikes so I don't accidentally give something a Guts boost, and Gyro Ball over Earthquake because I have lots of things already running Earthquake. Exploding when I'm done finishes everything off rather well, and does respectable damage to things that don't resist it.