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I do not know how many of you know this, but Ghost-types are my favourite. It's natural that I have the urge to make a team of Ghost-types, so I came up with this team. Obviously, when you make a mono-type team, you are bound to have a common weakness among team members, but the beauty of this brand of team is that they will still be able to work together despite those challenges. They may even possess a common strength that gives a certain team that relies on a certain tactic trouble as well! Anyway, enough of this rambling and time to start explaining!
So, when making the Ghost-type team, I only have very few options to choose from (14 in all! ...excluding Giratina), but at least they are all unique. So, I decided to have certain elimination on certain members, like Shedinja (won't be useful because of weather and lack of Rapid Spin) and Banette (doesn't have something noteworthy to contribute). Let's elaborate on each member:
Here's the first member I considered in the team, Froslass. The reason I am choosing her is simple: Spikes. The only entry hazard Ghost-type just got a spot on the team for this.
Now I need some hard hitters. Chandelure and Golurk are masters of the Special and Physical forces respectively, so they are chosen to be part of the mono-Ghost team. Their types are also important for cushioning certain types, like Fire for Chandelure and Rock for Golurk.
I need some walls for the team, because it's important to have something defensively capable to fall back on, in case of something nasty. This is the tricky part, because I am not sure who to fall back on, as there are many cool members to choose from. The ones I considered are Jellicent, Dusclops and Sableye. The advantage of Jellicent is that it is perhaps a great Special wall, thanks to her recovery. Dusclops have that annoying factor if factoring the power of Eviolite. Sableye is also important because it is the only one that doesn't take major damage Ghost and Dark attacks, and that Prankster is very crucial for getting the jump on certain faster things like Weavile. In the end, I settled for Jellicent and Sableye.
And now the last member. I wanted something that could learn an Electric attack, because I have a feeling that Water-types like Gyarados would be troublesome. I guess I settled for Gengar because it fits the bill, as well as being a very powerful force.
The ones here are possible members. I explained Dusclops already, but there are a few others that I considered but didn't make it.
- Cofagrigus was only thought of when I make this RMT, so it's like how Outrage had forgotten to evaluate on Yamask and Cofagrigus in his recent blog about Ghosts. Anyway, I thought Cofagrigus is cool because it has the ability to go in two directions: Trick Room + Nasty Plot or the traditional Physical wall (which I don't have that's a dedicated one). This is the Pokemon that would give Conkeldurr trouble, which is something.
- For Drifblim, it's because it has the ability to go for huge Substitutes and also share the ability to learn Electric attacks, and Flying STAB isn't bad either (in regards to Acrobatics), but if I add Drifblim, I have another member that's weak to Rock, and that's no good.
- For Rotom, it has the unique niche of being the only one who can use Reflect and Light Screen, as well as the ability to use Volt Switch to get out of there. Of course, there's Trick, but I don't exactly have a place for it this time, because it is not exactly a powerhouse or a bulky one.
- Mismagius is interesting. There are a few things that it has that are considered essential in a Ghost team, so it's the one that I am most torn on whether to add or not. For one, it has Heal Bell, and it's the only Ghost to have this gift of healing. Mismagius also has Magic Coat, which is good for reflecting some unwanted hazards. It has other forms of status moves that are great like Perish Song, but part of the reason I was considering Mismagius in the first place is also its ability to learn Electric attacks. I didn't add it in favour of Gengar, just for the Electric attacks.
Froslass (F) @ Leftovers
Trait: Snow Cloak
EVs: 248 HP / 8 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Destiny Bond (<- Thunder Wave)
- Taunt
- Ice Beam
Here's the first Pokemon that's likely to be the lead, because Spikes is that great a move to start out with. The best thing is that because the team is an automatic spin-blocker, those Spikes will be there until the match is over. Now I shall explain the other moves. Thunder Wave is essential as a tool of Paralysis, since Ghosts cannot exceed the Speed of 110 without outside help, making some things like Latios and Scarf Tyranitar troublesome. As for Taunt, it's there for making sure some entry hazard users don't get to use them, particularly Skarmory (not Forrtress, because it might have Gyro Ball). Ice Beam is the obligatory attacking move, and it's an essential one to cover Dragon-types and Gliscor.
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Energy Ball
- Shadow Ball
- Hidden Power [Fighting]
Because my team doesn't have a natural speedy Pokemon to get past anything past base 110 Speed, I decided that I need a Choice Scarf user. This is where Chandelure comes in, because its Speed is enough to get past anything up to base 125 Speed like Alakazam, which I think would give this team some trouble. I am considering a Timid nature, to be honest, because that way, it could out-speed much more, although I am not sure if this would be detrimental as that sacrifices some power. Anyway, the attacks are quite standard: Fire Blast and Shadow Ball for STAB, Energy Ball for countering types like those Water/Ground ones, and Hidden Power Fighting for type coverage on some Dark-types thinking they could take a piece of Chandelure.
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
- Recover
- Toxic
- Taunt (<- Ice Beam)
- Night Shade (<- Scald)
Jellicent is somewhat of a Special wall, because Burn couldn't do something about the Special side. This stat spread is from Smogon, who recommends this if Jellicent were to be a Special wall, because the extra Defence will mean Psyshock from Starmie won't be as lethal. Recover is for longevity, Toxic because some things that are better of being stalled out, like Hippowdon and Slowbro. I chose Ice Beam as an attack, because I think Froslass couldn't be the only Ice attacker. Scald is to score a lucky burn, in the case of Ferrothorn or Tyranitar, who might be troublesome to Jellicent.
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Substitute
- Focus Punch
- Earthquake
- Shadow Punch
This is the only Physical attacking Ghost worth mentioning, so it is also an essential member of the team. For a set, I decided for the SubPunch set, because Focus Punch packs some awesome power, and would be helpful in disposing Snorlax, Chansey and Blissey. The other two moves are also standard moves for Golurk, because they're its STAB moves and possess some good power. As my only Rock-type resistor, Golurk is important for Terrakion and some Rock-type (and Electric-type) attackers.
Sableye (F) @ Leftovers
Trait: Prankster
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Taunt
- Recover
- Sunny Day
Sableye is the only Ghost-type Prankster, and so have some essential roles to fill. For one, if something hates to be burnt, Sableye makes sure it happens first most of the time. The other two moves are also quite standard, as Taunt stops setups and Recover for stalling burns. The fourth move is an odd one, you might think. I chose to have Sunny Day because sometimes the Weather might provide the opponent with too much of an advantage, so that it disrupts the opponent a bit before they return the weather to their favour. I think Rain and Sandstorm are more dangerous, so I went for Sunny Day because of that. The bonus is that Chandelure's Fire attacks are more powerful, but Jellicent would need to wait before she can have her Water attacks fully-powered again.
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Pain Split (<- Thunderbolt)
- Shadow Ball
- Focus Blast
Finally, there's Gengar. It is another Special attacker, like Chandelure. Unlike Chandelure, Gengar uses its Ground immunity to set up a Substitute and then unleash one of its attacks, like Thunderbolt on Gyarados and the other two moves for something else. Probably could be replaced with something else, but we'll see about that.
Bisharp (F) @ Life Orb
Trait: Defiant
EVs: 172 Atk / 132 Def / 204 SDef
Adamant Nature (+Atk, -SAtk)
- Thunder Wave
- Sucker Punch
- Pursuit
- Brick Break
Bisharp is used to replace Gengar, for three reasons: There are no other Physical attackers, meaning Golurk is indispensable. Besides, Golurk and Bisharp are cool bros, so it's cool for them to be together. The other reason is a need for something that complements the Ghost-type's weaknesses, and Bisharp's double resistances to both types come in handy. The third and most important is certainly providing that awesome Dragon resistance, and that became vital a few times, especially against that Lati twins. The only downside is certainly the lack of Ground immunity, though. The set I opt to use is an odd set, which is borrowed from Smogon, except that while they recommend HP EVs, I moved them to Defence so that I could take Physical hits better. I used the Thunder Wave set since my team doesn't have a paralysis agent, and Bisharp is a suitable candidate. Of course, that priority Sucker Punch is very much a welcomed addition on a team that lacks priority attacks!
Bisharp's done a great job so far, and you could see one of its performance at (3) in the replay section.
So, that's it for my team. I hope you understand what I thought when creating it, and I would love to hear some suggestions and improvements for it, which I am sure there will be. If possible, it might be given a trial run if one is willing to try it or battle it (I haven't tried it), which I might take part in.
Thanks for reading.
Importable:
Replays so far:
1) http://pokemon.aesoft.org/replay-winstein-vs-Eskizofrenia-testing--2012-04-14-private1420297892
2) http://pokemon.aesoft.org/replay-winstein-vs-HYFR--2012-04-16
3) http://pokemon.aesoft.org/replay-winstein-vs-Gorzhek--2012-04-18 (ft. Bisharp)
So, when making the Ghost-type team, I only have very few options to choose from (14 in all! ...excluding Giratina), but at least they are all unique. So, I decided to have certain elimination on certain members, like Shedinja (won't be useful because of weather and lack of Rapid Spin) and Banette (doesn't have something noteworthy to contribute). Let's elaborate on each member:
Here's the first member I considered in the team, Froslass. The reason I am choosing her is simple: Spikes. The only entry hazard Ghost-type just got a spot on the team for this.
Now I need some hard hitters. Chandelure and Golurk are masters of the Special and Physical forces respectively, so they are chosen to be part of the mono-Ghost team. Their types are also important for cushioning certain types, like Fire for Chandelure and Rock for Golurk.
I need some walls for the team, because it's important to have something defensively capable to fall back on, in case of something nasty. This is the tricky part, because I am not sure who to fall back on, as there are many cool members to choose from. The ones I considered are Jellicent, Dusclops and Sableye. The advantage of Jellicent is that it is perhaps a great Special wall, thanks to her recovery. Dusclops have that annoying factor if factoring the power of Eviolite. Sableye is also important because it is the only one that doesn't take major damage Ghost and Dark attacks, and that Prankster is very crucial for getting the jump on certain faster things like Weavile. In the end, I settled for Jellicent and Sableye.
And now the last member. I wanted something that could learn an Electric attack, because I have a feeling that Water-types like Gyarados would be troublesome. I guess I settled for Gengar because it fits the bill, as well as being a very powerful force.
The ones here are possible members. I explained Dusclops already, but there are a few others that I considered but didn't make it.
- Cofagrigus was only thought of when I make this RMT, so it's like how Outrage had forgotten to evaluate on Yamask and Cofagrigus in his recent blog about Ghosts. Anyway, I thought Cofagrigus is cool because it has the ability to go in two directions: Trick Room + Nasty Plot or the traditional Physical wall (which I don't have that's a dedicated one). This is the Pokemon that would give Conkeldurr trouble, which is something.
- For Drifblim, it's because it has the ability to go for huge Substitutes and also share the ability to learn Electric attacks, and Flying STAB isn't bad either (in regards to Acrobatics), but if I add Drifblim, I have another member that's weak to Rock, and that's no good.
- For Rotom, it has the unique niche of being the only one who can use Reflect and Light Screen, as well as the ability to use Volt Switch to get out of there. Of course, there's Trick, but I don't exactly have a place for it this time, because it is not exactly a powerhouse or a bulky one.
- Mismagius is interesting. There are a few things that it has that are considered essential in a Ghost team, so it's the one that I am most torn on whether to add or not. For one, it has Heal Bell, and it's the only Ghost to have this gift of healing. Mismagius also has Magic Coat, which is good for reflecting some unwanted hazards. It has other forms of status moves that are great like Perish Song, but part of the reason I was considering Mismagius in the first place is also its ability to learn Electric attacks. I didn't add it in favour of Gengar, just for the Electric attacks.
Froslass (F) @ Leftovers
Trait: Snow Cloak
EVs: 248 HP / 8 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Destiny Bond (<- Thunder Wave)
- Taunt
- Ice Beam
Here's the first Pokemon that's likely to be the lead, because Spikes is that great a move to start out with. The best thing is that because the team is an automatic spin-blocker, those Spikes will be there until the match is over. Now I shall explain the other moves. Thunder Wave is essential as a tool of Paralysis, since Ghosts cannot exceed the Speed of 110 without outside help, making some things like Latios and Scarf Tyranitar troublesome. As for Taunt, it's there for making sure some entry hazard users don't get to use them, particularly Skarmory (not Forrtress, because it might have Gyro Ball). Ice Beam is the obligatory attacking move, and it's an essential one to cover Dragon-types and Gliscor.
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Energy Ball
- Shadow Ball
- Hidden Power [Fighting]
Because my team doesn't have a natural speedy Pokemon to get past anything past base 110 Speed, I decided that I need a Choice Scarf user. This is where Chandelure comes in, because its Speed is enough to get past anything up to base 125 Speed like Alakazam, which I think would give this team some trouble. I am considering a Timid nature, to be honest, because that way, it could out-speed much more, although I am not sure if this would be detrimental as that sacrifices some power. Anyway, the attacks are quite standard: Fire Blast and Shadow Ball for STAB, Energy Ball for countering types like those Water/Ground ones, and Hidden Power Fighting for type coverage on some Dark-types thinking they could take a piece of Chandelure.
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
- Recover
- Toxic
- Taunt (<- Ice Beam)
- Night Shade (<- Scald)
Jellicent is somewhat of a Special wall, because Burn couldn't do something about the Special side. This stat spread is from Smogon, who recommends this if Jellicent were to be a Special wall, because the extra Defence will mean Psyshock from Starmie won't be as lethal. Recover is for longevity, Toxic because some things that are better of being stalled out, like Hippowdon and Slowbro. I chose Ice Beam as an attack, because I think Froslass couldn't be the only Ice attacker. Scald is to score a lucky burn, in the case of Ferrothorn or Tyranitar, who might be troublesome to Jellicent.
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Substitute
- Focus Punch
- Earthquake
- Shadow Punch
This is the only Physical attacking Ghost worth mentioning, so it is also an essential member of the team. For a set, I decided for the SubPunch set, because Focus Punch packs some awesome power, and would be helpful in disposing Snorlax, Chansey and Blissey. The other two moves are also standard moves for Golurk, because they're its STAB moves and possess some good power. As my only Rock-type resistor, Golurk is important for Terrakion and some Rock-type (and Electric-type) attackers.
Sableye (F) @ Leftovers
Trait: Prankster
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Taunt
- Recover
- Sunny Day
Sableye is the only Ghost-type Prankster, and so have some essential roles to fill. For one, if something hates to be burnt, Sableye makes sure it happens first most of the time. The other two moves are also quite standard, as Taunt stops setups and Recover for stalling burns. The fourth move is an odd one, you might think. I chose to have Sunny Day because sometimes the Weather might provide the opponent with too much of an advantage, so that it disrupts the opponent a bit before they return the weather to their favour. I think Rain and Sandstorm are more dangerous, so I went for Sunny Day because of that. The bonus is that Chandelure's Fire attacks are more powerful, but Jellicent would need to wait before she can have her Water attacks fully-powered again.
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Pain Split (<- Thunderbolt)
- Shadow Ball
- Focus Blast
Finally, there's Gengar. It is another Special attacker, like Chandelure. Unlike Chandelure, Gengar uses its Ground immunity to set up a Substitute and then unleash one of its attacks, like Thunderbolt on Gyarados and the other two moves for something else. Probably could be replaced with something else, but we'll see about that.
============
Wildcards
Wildcards
Bisharp (F) @ Life Orb
Trait: Defiant
EVs: 172 Atk / 132 Def / 204 SDef
Adamant Nature (+Atk, -SAtk)
- Thunder Wave
- Sucker Punch
- Pursuit
- Brick Break
Bisharp is used to replace Gengar, for three reasons: There are no other Physical attackers, meaning Golurk is indispensable. Besides, Golurk and Bisharp are cool bros, so it's cool for them to be together. The other reason is a need for something that complements the Ghost-type's weaknesses, and Bisharp's double resistances to both types come in handy. The third and most important is certainly providing that awesome Dragon resistance, and that became vital a few times, especially against that Lati twins. The only downside is certainly the lack of Ground immunity, though. The set I opt to use is an odd set, which is borrowed from Smogon, except that while they recommend HP EVs, I moved them to Defence so that I could take Physical hits better. I used the Thunder Wave set since my team doesn't have a paralysis agent, and Bisharp is a suitable candidate. Of course, that priority Sucker Punch is very much a welcomed addition on a team that lacks priority attacks!
Bisharp's done a great job so far, and you could see one of its performance at (3) in the replay section.
So, that's it for my team. I hope you understand what I thought when creating it, and I would love to hear some suggestions and improvements for it, which I am sure there will be. If possible, it might be given a trial run if one is willing to try it or battle it (I haven't tried it), which I might take part in.
Thanks for reading.
Importable:
Froslass (F) @ Leftovers
Trait: Snow Cloak
EVs: 248 HP / 8 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Destiny Bond
- Taunt
- Ice Beam
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Energy Ball
- Shadow Ball
- Hidden Power [Fighting]
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature (+SDef, -Atk)
- Recover
- Toxic
- Taunt
- Night Shade
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Substitute
- Focus Punch
- Earthquake
- Shadow Punch
Sableye (F) @ Leftovers
Trait: Prankster
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Taunt
- Recover
- Sunny Day
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
Trait: Snow Cloak
EVs: 248 HP / 8 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Destiny Bond
- Taunt
- Ice Beam
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Energy Ball
- Shadow Ball
- Hidden Power [Fighting]
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature (+SDef, -Atk)
- Recover
- Toxic
- Taunt
- Night Shade
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Substitute
- Focus Punch
- Earthquake
- Shadow Punch
Sableye (F) @ Leftovers
Trait: Prankster
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Taunt
- Recover
- Sunny Day
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
Replays so far:
1) http://pokemon.aesoft.org/replay-winstein-vs-Eskizofrenia-testing--2012-04-14-private1420297892
2) http://pokemon.aesoft.org/replay-winstein-vs-HYFR--2012-04-16
3) http://pokemon.aesoft.org/replay-winstein-vs-Gorzhek--2012-04-18 (ft. Bisharp)
Last edited: