SkyknightXi
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- Joined
- Sep 17, 2010
- Messages
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The main idea is to set up all three mine types, with a side of constantly sending a reserve pokemon skittering into the minefield. Hopefully, will be viable for all of single, double, and rotation (although I'm perfectly aware that that's probably not the case here).
No items, personalities, or EV formations charted at the moment.
TENTACRUEL (Liquid Ooze)
--Scald
--Toxic Spikes
--Hex
--Ice Beam/Rapid Spin
Minelayer with some special resistance capability. Hex is part anti-psychic weaponry, part pick-on-the-poor-sap-who-just-got-poisoned-or-burned (if something else wouldn't already do more damage; that is, they're resistant to water and ice, and/or vulnerable to ghost). Ice Beam option for anti-grass et al., Rapid Spin option for maintaining a monopoly on mines.
FLYGON (Levitate)
--Dragon Tail
--Hone Claws
--Earthquake
--Stone Edge
Switch-forcer with a side of physical cannon sweeping (even if I first included Hone Claws more to make Dragon Tail more accurate than specifically to increase damage).
SKARMORY (Sturdy)
--Steel Wing
--Brave Bird
--Spikes
--Roar
Switch-forcer, physical resistance, mines, and a couple of side-arms in one tidy package.
CHANDELURE (Shadow Tag...although how to GET Shadow Tag at this time...)
--Flame Burst/Heat Wave
--Shadow Ball
--Energy Ball
--Confuse Ray/Acid Armor/Haze/Clear Smog
A special turret that also punishes anyone trying to banish YOUR mines. Flame Burst is more powerful on the primary target, while Heat Wave has a burn chance (and more damage on the secondary). I'm not decided on the fourth, utility slot. Confuse Ray for general damage dampening, Acid Armor for physical resistance, Clear Smog for boost removal + damage (as long as they're not steel, but Flame Burst/Heat Wave arguably helps in that regard), Haze for damageless boost removal that WILL find steels.
CRUSTLE (Shell Armor)
--Stealth Rock
--Curse
--X-Scissor
--Rock Slide
More of a physical tanker than Cradily, swapping force-shift for Curse. I'm aware that Crustle won't flinch anyone anytime soon, but Rock Slide does at least multi-target, unlike Stone Edge.
GRUMPIG (Thick Fat)
--Magic Coat
--Whirlwind
--Psychic
--Power Gem
I wasn't sure what to do for slot six, but I found myself wondering if Magic Coat might have a place against an enemy team's harasser(s). Not to mention another force-switch via Whirlwind. Power Gem is to interdict bugs (even if in most circumstances, Psychic does just barely less damage. Then again, Shadow Ball wouldn't leave me with much hope against anything dark-based...).
I would have liked to get Cradily in here, but I was worried about unnecessary redundancy with Tentacruel on the special resistance front, not to mention that Cradily really wants a sandstorm team...
No items, personalities, or EV formations charted at the moment.
TENTACRUEL (Liquid Ooze)
--Scald
--Toxic Spikes
--Hex
--Ice Beam/Rapid Spin
Minelayer with some special resistance capability. Hex is part anti-psychic weaponry, part pick-on-the-poor-sap-who-just-got-poisoned-or-burned (if something else wouldn't already do more damage; that is, they're resistant to water and ice, and/or vulnerable to ghost). Ice Beam option for anti-grass et al., Rapid Spin option for maintaining a monopoly on mines.
FLYGON (Levitate)
--Dragon Tail
--Hone Claws
--Earthquake
--Stone Edge
Switch-forcer with a side of physical cannon sweeping (even if I first included Hone Claws more to make Dragon Tail more accurate than specifically to increase damage).
SKARMORY (Sturdy)
--Steel Wing
--Brave Bird
--Spikes
--Roar
Switch-forcer, physical resistance, mines, and a couple of side-arms in one tidy package.
CHANDELURE (Shadow Tag...although how to GET Shadow Tag at this time...)
--Flame Burst/Heat Wave
--Shadow Ball
--Energy Ball
--Confuse Ray/Acid Armor/Haze/Clear Smog
A special turret that also punishes anyone trying to banish YOUR mines. Flame Burst is more powerful on the primary target, while Heat Wave has a burn chance (and more damage on the secondary). I'm not decided on the fourth, utility slot. Confuse Ray for general damage dampening, Acid Armor for physical resistance, Clear Smog for boost removal + damage (as long as they're not steel, but Flame Burst/Heat Wave arguably helps in that regard), Haze for damageless boost removal that WILL find steels.
CRUSTLE (Shell Armor)
--Stealth Rock
--Curse
--X-Scissor
--Rock Slide
More of a physical tanker than Cradily, swapping force-shift for Curse. I'm aware that Crustle won't flinch anyone anytime soon, but Rock Slide does at least multi-target, unlike Stone Edge.
GRUMPIG (Thick Fat)
--Magic Coat
--Whirlwind
--Psychic
--Power Gem
I wasn't sure what to do for slot six, but I found myself wondering if Magic Coat might have a place against an enemy team's harasser(s). Not to mention another force-switch via Whirlwind. Power Gem is to interdict bugs (even if in most circumstances, Psychic does just barely less damage. Then again, Shadow Ball wouldn't leave me with much hope against anything dark-based...).
I would have liked to get Cradily in here, but I was worried about unnecessary redundancy with Tentacruel on the special resistance front, not to mention that Cradily really wants a sandstorm team...