- Joined
- Aug 30, 2009
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So, after testing this team in a few battles, I think it is worth of being posted for further improvement. Here's it:
Drapion @ Scope Lens
Jolly
Sniper
252 Atk / 4 HP / 252 Spe
~Earthquake
~Ice Fang
~Night Slash
~Sword Dance
An unusual, yet quite successful lead so far. While other leads are busy setting up, Drapion gets a free turn to do a Sword Dance. In case I get tricked, I simply switch in accordingly, so he isn't totally wasted. He's a Sniper, meaning Night Slash is the primary mean of attack. Earthquake and Ice Fang both offer a very good coverage in addiction to Night Slash.
Banette @ Focus Sash
Adamant
Frisk
252 HP / 252 Atk / 4 Spe
~Shadow Sneak
~Knock Off
~Will-O-Wisp
~Destiny Bond
My support that can also pack some damage. The premise is simple: Frisk will allow me to know what item the foe is holding when I switch up, and Focus Sash guarantees Banette can take 2 hits at the least. If the foe's items is something vital for its strategy, Banette will Knock if Off. If it isn't, Will-o-Wisp comes in play to cripple the foe. Destiny Bond is used if the foe is slower than Banette to KO it, and in case it's faster it'll try to do some damage with Shadow Sneak. I'm unsure if I should replace Destiny Bond with Thunderwave however, since Banette is very slow and Special Sweepers aren't really affected by burn. Also, Will-o-Wisp imperfect Accuracy is kinda risky. What should I do?
Hariyama @ Leftovers
Impish
Thick Fat
80 HP / 172 Atk / 252 Sp. Def / 4 Spe
~Bulk Up
~Force Palm
~Stone Edge
~Whirlwind
My "Offensive" Tank. Bulk Up makes sure Harryiama gets some more overall bulk after one or two boosts while increasing its reasonable attack stat. Force Palm is a great STAB move that can also give the useful (for me, that is) Paralysis status to the foe. Stone Edge allows Hariyama to take out those annoying flying types, as well as some fire ones. Whirlwind is there to take out foes that are doing a set up or I know will screw Hari sooner or later.
Dugtrio @ Life Orb
Adamant
Sand Trap
4 HP / 252 Atk / 252 Spe
~Aerial Ace
~Earthquake
~Stone Edge
~Shadow Claw
With its decent speed and (almost) exclusive access to arena trap, Dugtrio makes a reasonable revenge killer. Aerial Ace is mainly for Grass types, EQ for stab, Stone Edge gets ride of Flying types. I decided to indeed replace Sucker Punch, and now I'll use Shadow Claw to improve my move coverage. Ghost type is pretty neat offensively, and with this moveset Ditto can hit everything for at least neutral damage.
Alakazam @ Choise Specs
Timid
Synchronize
40 Def / 216 Spe / 252 SpAtk
~Energy Ball
~Psychic
~Signal Beam
~Trick
Ye old Special Sweeper with a little twist. Trick isn't a priority, but it sometimes can screw up walls that come to stop him. Anyhow, onto the moves, they're easy to figure out. Energy Ball is there to cover my team's greatest weakness, Water and Ground. Psychic is there for STAB and Signal Beam is great against another Psychic Types.
Lanturn @ Leftovers
Calm
Volt Absorb
40 HP / 76 Def / 140 SpAtk / 252 SpDef
~Ice Beam
~Surf
~Thunderwave
~Thunderbolt
My special wall with some offensive twist. I simply love Lanturn's ability to get free switch during a electrical attack and STILL get a "reward". Surf and Thunderbolt are decent STAB moves and Ice Beam complements the coverage. Thunderwave is really good to cripple down foes.
Well, that's it. I know it's kinda suckish, but I posted it here to improve, right? ^^
Thanks!
Drapion @ Scope Lens
Jolly
Sniper
252 Atk / 4 HP / 252 Spe
~Earthquake
~Ice Fang
~Night Slash
~Sword Dance
An unusual, yet quite successful lead so far. While other leads are busy setting up, Drapion gets a free turn to do a Sword Dance. In case I get tricked, I simply switch in accordingly, so he isn't totally wasted. He's a Sniper, meaning Night Slash is the primary mean of attack. Earthquake and Ice Fang both offer a very good coverage in addiction to Night Slash.
Banette @ Focus Sash
Adamant
Frisk
252 HP / 252 Atk / 4 Spe
~Shadow Sneak
~Knock Off
~Will-O-Wisp
~Destiny Bond
My support that can also pack some damage. The premise is simple: Frisk will allow me to know what item the foe is holding when I switch up, and Focus Sash guarantees Banette can take 2 hits at the least. If the foe's items is something vital for its strategy, Banette will Knock if Off. If it isn't, Will-o-Wisp comes in play to cripple the foe. Destiny Bond is used if the foe is slower than Banette to KO it, and in case it's faster it'll try to do some damage with Shadow Sneak. I'm unsure if I should replace Destiny Bond with Thunderwave however, since Banette is very slow and Special Sweepers aren't really affected by burn. Also, Will-o-Wisp imperfect Accuracy is kinda risky. What should I do?
Hariyama @ Leftovers
Impish
Thick Fat
80 HP / 172 Atk / 252 Sp. Def / 4 Spe
~Bulk Up
~Force Palm
~Stone Edge
~Whirlwind
My "Offensive" Tank. Bulk Up makes sure Harryiama gets some more overall bulk after one or two boosts while increasing its reasonable attack stat. Force Palm is a great STAB move that can also give the useful (for me, that is) Paralysis status to the foe. Stone Edge allows Hariyama to take out those annoying flying types, as well as some fire ones. Whirlwind is there to take out foes that are doing a set up or I know will screw Hari sooner or later.
Dugtrio @ Life Orb
Adamant
Sand Trap
4 HP / 252 Atk / 252 Spe
~Aerial Ace
~Earthquake
~Stone Edge
~Shadow Claw
With its decent speed and (almost) exclusive access to arena trap, Dugtrio makes a reasonable revenge killer. Aerial Ace is mainly for Grass types, EQ for stab, Stone Edge gets ride of Flying types. I decided to indeed replace Sucker Punch, and now I'll use Shadow Claw to improve my move coverage. Ghost type is pretty neat offensively, and with this moveset Ditto can hit everything for at least neutral damage.
Alakazam @ Choise Specs
Timid
Synchronize
40 Def / 216 Spe / 252 SpAtk
~Energy Ball
~Psychic
~Signal Beam
~Trick
Ye old Special Sweeper with a little twist. Trick isn't a priority, but it sometimes can screw up walls that come to stop him. Anyhow, onto the moves, they're easy to figure out. Energy Ball is there to cover my team's greatest weakness, Water and Ground. Psychic is there for STAB and Signal Beam is great against another Psychic Types.
Lanturn @ Leftovers
Calm
Volt Absorb
40 HP / 76 Def / 140 SpAtk / 252 SpDef
~Ice Beam
~Surf
~Thunderwave
~Thunderbolt
My special wall with some offensive twist. I simply love Lanturn's ability to get free switch during a electrical attack and STILL get a "reward". Surf and Thunderbolt are decent STAB moves and Ice Beam complements the coverage. Thunderwave is really good to cripple down foes.
Well, that's it. I know it's kinda suckish, but I posted it here to improve, right? ^^
Thanks!
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