SharKing
I won't bite... much.
- Joined
- Jan 2, 2009
- Messages
- 3,794
- Reaction score
- 14
A new team I've developed. I've tested it extensively on Shoddy, and in general, it's quite effective. (I'll post a battle log later.) But if there's still a noticeable problem, let me know, OK?
YouDie.com the Porygon-Z
Modest / Choice Scarf / Adaptability
- Tri Attack
- Trick
- Thunderbolt
- Ice Beam
252 Sp. Attack, 252 Speed, 6 HP
From the older OU team, YouDie.com returns! I just couldn't bring myself to get rid of it.
Anyway, it basically serves as an anti-lead. If I see something frail and fast, like Azelf, I'll fling a Tri Attack its way. If any of the statuses occur, the foe's lead is basically screwed. However, if it's a bulky lead, like Swampert, I'll just Trick the Scarf on it while it sets up Stealth Rock. Unless I get Leftovers, I usually Trick again on the switch, wreaking more havoc. T-Bolt and Ice Beam are there for BoltBeam, which might be useful if I still have my Scarf. Of course, with Jolteon also covering BoltBeam, I'm starting to wonder if I should try something like Dark Pulse or HP Ground instead...
Also note: Due to Shoddy's punctuation filter in the nicknames, I had to name it "Glitched" there.
///Claw/// the Weavile
Jolly / Choice Band / Pressure
- Night Slash
- Ice Shard
- Pursuit
- Brick Break
252 Attack, 252 Speed, 6 HP
From the hail team (which fails), ///Claw/// returns, this time sporting a Choice Band.
This thing is a pretty cool revenge-killer. With Pursuit, Weavile is the scourge of all non-Scarfed Gengar, since it one-hits them even if they don't switch out. (STAB FTW!) Ice Shard stops any Dragons (like Salamence) that think they can sweep me, especially if they're Outrage-locked. Also useful for a quick KO on weakened foes. Night Slash is a general-purpose power attack, useful for hitting things like Dusknoir hard. Brick Break is there for coverage, and because I don't trust Low Kick. Brick Break one-hits Tyranitar just fine.
Also note: Same as P-Z, I had to change the name for Shoddy, this time to Nightblade.
ツメゴン (Tsumegon) the Salamence
Naughty / Lum Berry / Intimidate
- Dragon Claw
- Earthquake
- Dragon Dance
- Fire Blast
252 Attack, 158 Sp. Attack, 100 Speed
The main sweeper. If I find an opportunity (like a Scarf-locked Earthquake), I use Dragon Dance to gain some speed and power. If I see something that would try to status me, that's a calling card for another Dragon Dance, since I have the Lum Berry. (Got the idea from Don'tRunWithScizor's "Tina".) If I get one, there will be havoc. If I get two, I'll most likely win, even if Salamence eventually falls. If I somehow manage to get three Dragon Dances, it's all but over. I chose Dragon Claw over Outrage because I don't want to be stopped by Steel-types. Earthquake hits most Steel-types, and Fire Blast hits the rest of 'em.
カミナヤサ (Kaminayasa) the Jolteon
Timid / Life Orb / Volt Absorb
- Thunderbolt
- Hidden Power (Ice)
- Thunder Wave
- Shadow Ball
252 Sp. Attack, 252 Speed, 6 HP
With its blazing Speed and Life Orb-enforced attacks, Jolteon can pick off some major threats. It's fast enough to outpace some Salamence and virtually all Dragonite, even after a Dragon Dance. Hidden Power Ice destroys them both, as well as Flygon, Gliscor, and more. Thunderbolt is the STAB attack, and it takes out the otherwise threatening Gyarados with ease. Shadow Ball picks off Gengar, mainly. Jolteon's Special attack movepool is shallow, and I don't think Signal Beam hurts much. Celebi, yes, but Weavile can deal with that. Anyway, I decided to place a surprise move: Thunder Wave. Whatever Jolteon can't KO straight away, it'll paralyze so the others can take it out.
マモルシ (Mamorushi) the Forretress
Relaxed / Shed Shell / Sturdy
- Gyro Ball
- Pain Split
- Rapid Spin
- Stealth Rock
252 HP, 252 Defense, 6 Attack
My Physical wall, and my trapmaster. It can take virtually any non-Fire Physical move, Spin away the foe's Spikes and Stealth Rock, and float some rocks of its own. Pain Split is a great new move for Forretress, as it allows the steel bagworm to steal some HP. Gyro Ball's just there for offensive purposes. I gave it the Shed Shell so Magnezone can't ruin its fun.
Kyousachi the Blissey
Bold / Leftovers / Natural Cure
- Ice Beam
- Toxic
- Aromatherapy
- Softboiled
252 HP, 252 Defense, 6 Sp. Defense
My Special wall, Toxic-staller, and cleric. The nature and EVs seem odd for a Special wall, but with a huge base 135 Sp. Defense coupled with that planet-sized base 255 HP, does it really need Special enforcement? Besides, if it's the last one standing, it may need some Physical bulk to survive. Anyway, I couldn't get Seismic Toss (too difficult), so I'm stuck with Ice Beam. Thinking of switching to Flamethrower to deal with Steel-types, though. Toxic wears down anything that's not Poison, Steel, or Clefable. Aromatherapy gets rid of status problems for my whole team, and Softboiled restores HP; quite necessary for a wall.
You know what to do.
YouDie.com the Porygon-Z
Modest / Choice Scarf / Adaptability
- Tri Attack
- Trick
- Thunderbolt
- Ice Beam
252 Sp. Attack, 252 Speed, 6 HP
From the older OU team, YouDie.com returns! I just couldn't bring myself to get rid of it.
Anyway, it basically serves as an anti-lead. If I see something frail and fast, like Azelf, I'll fling a Tri Attack its way. If any of the statuses occur, the foe's lead is basically screwed. However, if it's a bulky lead, like Swampert, I'll just Trick the Scarf on it while it sets up Stealth Rock. Unless I get Leftovers, I usually Trick again on the switch, wreaking more havoc. T-Bolt and Ice Beam are there for BoltBeam, which might be useful if I still have my Scarf. Of course, with Jolteon also covering BoltBeam, I'm starting to wonder if I should try something like Dark Pulse or HP Ground instead...
Also note: Due to Shoddy's punctuation filter in the nicknames, I had to name it "Glitched" there.
///Claw/// the Weavile
Jolly / Choice Band / Pressure
- Night Slash
- Ice Shard
- Pursuit
- Brick Break
252 Attack, 252 Speed, 6 HP
From the hail team (which fails), ///Claw/// returns, this time sporting a Choice Band.
This thing is a pretty cool revenge-killer. With Pursuit, Weavile is the scourge of all non-Scarfed Gengar, since it one-hits them even if they don't switch out. (STAB FTW!) Ice Shard stops any Dragons (like Salamence) that think they can sweep me, especially if they're Outrage-locked. Also useful for a quick KO on weakened foes. Night Slash is a general-purpose power attack, useful for hitting things like Dusknoir hard. Brick Break is there for coverage, and because I don't trust Low Kick. Brick Break one-hits Tyranitar just fine.
Also note: Same as P-Z, I had to change the name for Shoddy, this time to Nightblade.
ツメゴン (Tsumegon) the Salamence
Naughty / Lum Berry / Intimidate
- Dragon Claw
- Earthquake
- Dragon Dance
- Fire Blast
252 Attack, 158 Sp. Attack, 100 Speed
The main sweeper. If I find an opportunity (like a Scarf-locked Earthquake), I use Dragon Dance to gain some speed and power. If I see something that would try to status me, that's a calling card for another Dragon Dance, since I have the Lum Berry. (Got the idea from Don'tRunWithScizor's "Tina".) If I get one, there will be havoc. If I get two, I'll most likely win, even if Salamence eventually falls. If I somehow manage to get three Dragon Dances, it's all but over. I chose Dragon Claw over Outrage because I don't want to be stopped by Steel-types. Earthquake hits most Steel-types, and Fire Blast hits the rest of 'em.
カミナヤサ (Kaminayasa) the Jolteon
Timid / Life Orb / Volt Absorb
- Thunderbolt
- Hidden Power (Ice)
- Thunder Wave
- Shadow Ball
252 Sp. Attack, 252 Speed, 6 HP
With its blazing Speed and Life Orb-enforced attacks, Jolteon can pick off some major threats. It's fast enough to outpace some Salamence and virtually all Dragonite, even after a Dragon Dance. Hidden Power Ice destroys them both, as well as Flygon, Gliscor, and more. Thunderbolt is the STAB attack, and it takes out the otherwise threatening Gyarados with ease. Shadow Ball picks off Gengar, mainly. Jolteon's Special attack movepool is shallow, and I don't think Signal Beam hurts much. Celebi, yes, but Weavile can deal with that. Anyway, I decided to place a surprise move: Thunder Wave. Whatever Jolteon can't KO straight away, it'll paralyze so the others can take it out.
マモルシ (Mamorushi) the Forretress
Relaxed / Shed Shell / Sturdy
- Gyro Ball
- Pain Split
- Rapid Spin
- Stealth Rock
252 HP, 252 Defense, 6 Attack
My Physical wall, and my trapmaster. It can take virtually any non-Fire Physical move, Spin away the foe's Spikes and Stealth Rock, and float some rocks of its own. Pain Split is a great new move for Forretress, as it allows the steel bagworm to steal some HP. Gyro Ball's just there for offensive purposes. I gave it the Shed Shell so Magnezone can't ruin its fun.
Kyousachi the Blissey
Bold / Leftovers / Natural Cure
- Ice Beam
- Toxic
- Aromatherapy
- Softboiled
252 HP, 252 Defense, 6 Sp. Defense
My Special wall, Toxic-staller, and cleric. The nature and EVs seem odd for a Special wall, but with a huge base 135 Sp. Defense coupled with that planet-sized base 255 HP, does it really need Special enforcement? Besides, if it's the last one standing, it may need some Physical bulk to survive. Anyway, I couldn't get Seismic Toss (too difficult), so I'm stuck with Ice Beam. Thinking of switching to Flamethrower to deal with Steel-types, though. Toxic wears down anything that's not Poison, Steel, or Clefable. Aromatherapy gets rid of status problems for my whole team, and Softboiled restores HP; quite necessary for a wall.
You know what to do.