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 My Team RMT

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PostSubject: My Team RMT   Mon 03 Aug 2009, 3:25 pm

Well its mostly for BL battles but with pokemon like Forretress and Yanmega you can consider it OU but like I said to most ppl that met me I dont really like the tiers =P lol but yeah here is my team
===---=====-----=====--------========--------=====-----=====---===

===---=====-----=====--------========--------=====-----=====---===




Anti-Lead- Froslass(Lass) @ Focus Sash
Ability: Snow Cloak
Nature: Timid
EVs: 4HP, 252Speed, 252SpAtk
Moves:
~HiddenPower-Fighting
~ShadowBall
~Taunt
~DestinyBond
This is my Anti-Lead Froslass Taunt to cripple the opponents lead that want to try and set up, HP-Fighting for coverage and Shadowball for stab. Destiny Bond is to take down the opponent with Froslass.


Mix-Sweeper- Honchcrow(Vivienne) @ Choice Scarf
Ability: Super Luck
Nature: Jolly
EVs: 116Atk, 252Speed, 140SpAtk
Moves:
~DarkPulse
~DrillPeck
~HeatWave
~SuperPower

My Mix-Crow's turn :) I love this girl lol the idea was supposed to be for a Murkrow on a Little Cup Team but I decided to use it on this team Dark Pulse and Drill Peck for stab, Heat Wave and Super Power to help get rid of steel types trying to wall me.


PhysicalSweeper- Gallade(Gallant) @ Expert Belt
Ability: SteadFast
Nature: Adamant
EVs: 56HP,252Atk,200Speed
Moves:
~CloseCombat
~Feint
~NightSlash
~ThunderWave

I ALWAYS wanted to try out a Feint Gallade so I got to work and made one lol Close Combat for stab, T-Wave to cripple the opponent and make me faster, Night Slash for coverage and Feint to stop those annoying Wish+Protectors.


Magneton @ Leftovers
Ability: Magnet Pull

Modest nature
252 Sp Atk, 152 Spe, 104 HP
- Substitute
- HP-Ground
- Thunderbolt
- ThunderWave/Signal Beam

Magneton provides you a way to contend with the likes of registeel and such. The EV's are geared to outspeed the smogon standard steel trapper magneton. Substitute provides you with protection against status (Although you only have to fear Sleep and Paralysis) HP-Ground lets you hit fire types and opposing electric types. As well as your only chance to damage Lanturn. Thunderbolt is reliable STAB and such. The final slot is for team needs. Signal Beam gives you a way to deal damage to grass types which wall you, but ThunderWave provides you with some secondary paralysis spreading.




Hariyama @ Leftovers
Ability: Thick Fat

Impish nature
76 HP, 184 Atk, 252 Def
- Force Palm/Cross Chop
- Stone Edge
- Rest
- Sleep Talk

Excellence in status absorbtion, and a great tank your team desires. 76 HP EV's gives you a lefties recovery point, and a great theshold for it overall. Defense was then maximized for the greatest overall tanking abilities. Finally any remainder EV's were put into attack. Force Palm has lower Power than cross chop, but has para chance and better accuracy. However, I think cross chop would be better with the higher power. Hariyama can afford to miss. Stone Edge lets you hit fliers and bugs and such. RestTalk is obvious. Thick Fat was picked > Guts, because you want to be able to take fire and ice attacks with ease.



Altaria @ Leftovers
Ability: Natural Cure

Calm nature
248 HP, 200 Def, 60 Sp Def
- Heal Bell
- Roost
- Dragon Pulse
- Flamethrower/SafeGuard

The EV's put you at a lefties point, while simultaneously netting you an additional switch into Stealth rock if a situation calls for it. A large helping of defense was put in so you could survive as much as possible. The remainder were put into Sp Def as extra walling capabilities. Heal Bell recovers your entire team from status (Which you already know) which honch and gallade will appreciate. Roost gives you instant healing, and knocks out your flying type for a turn. Dragon Pulse is STAB, and not much else. The last slot is for extra support, or perfect UU coverage. Flamethrower lets you hit steel types like registeel and such, but you won't be OHKO'ing or 2HKO'ing most of them anytime soon. SafeGuard however, can work well after you've heal belled. Heal your team of Status, and then suddenly you're capable of preventing status for a full 5 turns. Enjoy your sweep honchkrow.[/size]


Last edited by Pokemon Ranger CJ on Tue 04 Aug 2009, 12:14 am; edited 4 times in total
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PostSubject: Re: My Team RMT   Mon 03 Aug 2009, 4:59 pm

I'm afraid to say net, but i'm going to have to do a mass overhaul. You are most likely going to end up replacing at LEAST 3 members of your team. Otherwise Scarfed Gardevoir is gonna run through this team like a freight train.

Pokemon Ranger CJ wrote:
Well its mostly for BL battles but with pokemon like Forretress and Yanmega you can consider it OU but like I said to most ppl that met me I dont really like the tiers =P lol but yeah here is my team
===---=====-----=====--------========--------=====-----=====---===

===---=====-----=====--------========--------=====-----=====---===




Anti-Lead- Froslass(Lass) @ Focus Sash
Ability: Snow Cloak
Nature: Timid
EVs: 4HP, 252Speed, 252SpAtk
Moves:
~HiddenPower-Fighting
~ShadowBall
~Taunt
~DestinyBond
This is my Anti-Lead Froslass Taunt to cripple the opponents lead that want to try and set up, HP-Fighting for coverage and Shadowball for stab. Destiny Bond is to take down the opponent with Froslass.

This seems fine, but I still say Gallade pulls this set off better with more power, but less speed. After I finish the rate, i'll see if something else can pull off a lead job better or not.


Mix-Sweeper- Honchcrow(Vivienne) @ Choice Scarf
Ability: Super Luck
Nature: Jolly
EVs: 116Atk, 252Speed, 140SpAtk
Moves:
~DarkPulse
~DrillPeck
~HeatWave
~SuperPower

My Mix-Crow's turn :) I love this girl lol the idea was supposed to be for a Murkrow on a Little Cup Team but I decided to use it on this team Dark Pulse and Drill Peck for stab, Heat Wave and Super Power to help get rid of steel types trying to wall me.

Again seems fine, i'll let her stay for now.


PhysicalSweeper- Gallade(Gallant) @ Expert Belt
Ability: SteadFast
Nature: Adamant
EVs: 56HP,252Atk,200Speed
Moves:
~CloseCombat
~Feint
~NightSlash
~ThunderWave

I ALWAYS wanted to try out a Feint Gallade so I got to work and made one lol Close Combat for stab, T-Wave to cripple the opponent and make me faster, Night Slash for coverage and Feint to stop those annoying Wish+Protectors.

You're adamant about keeping gallade, so i'll avoid suggesting a replacement.


Special Wall- Slowking(BriBri) @ Leftovers
Ability: Own Tempo
Nature: Bold
EVs: 212HP,252Def,44SpAtk
Moves:
~Surf
~Ice Beam
~Slack Off
~Calm Mind

My Special Wall Slowking named after my good friend Brikien :) Calm Mind to set up his awsome special wallness, Slack Off for Recovery, Surf for stab and Ice Beam for coverage.

Here we go, replacement number one. Your team has 3 weaknesses to ghost, electric, rock. Replacing Slowking will hopefully pull down two of these weaknesses. And to be honest, Slowbro does this job a bit better with it's superior defense stat. You can cover up all three of these with magneton.

Magneton @ Leftovers
Ability: Magnet Pull
Modest nature
252 Sp Atk, 152 Spe, 104 HP
- Substitute
- HP-Ground
- Thunderbolt
- ThunderWave/Signal Beam

Magneton provides you a way to contend with the likes of registeel and such. The EV's are geared to outspeed the smogon standard steel trapper magneton. Substitute provides you with protection against status (Although you only have to fear Sleep and Paralysis) HP-Ground lets you hit fire types and opposing electric types. As well as your only chance to damage Lanturn. Thunderbolt is reliable STAB and such. The final slot is for team needs. Signal Beam gives you a way to deal damage to grass types which wall you, but ThunderWave provides you with some secondary paralysis spreading.


Special Sweeper- Yanmega(Jesse) @ Wide Lense
Ability: Speed Boost
Nature: Modest
EVs: 252SpAtk, 252Speed, 4HP
Moves:
~Airslash
~BugBuzz
~Protect
~Hypnosis

This of course is a Standard Yanmega I named it Jesse after Jesse from Team Rocket since she has one, the common Air Slash and Bug Buzz for stab, Protect to scout and help its ability and Hypnosis working with Wide Lense to make sure the opponent goes to sleep.

Now let's replace your second weakness to rock and fire. Hariyama would provide you with a fantastic status absorber.

Hariyama @ Leftovers
Ability: Thick Fat
Impish nature
76 HP, 184 Atk, 252 Def
- Force Palm/Cross Chop
- Stone Edge
- Rest
- Sleep Talk

Excellence in status absorbtion, and a great tank your team desires. 76 HP EV's gives you a lefties recovery point, and a great theshold for it overall. Defense was then maximized for the greatest overall tanking abilities. Finally any remainder EV's were put into attack. Force Palm has lower Power than cross chop, but has para chance and better accuracy. However, I think cross chop would be better with the higher power. Hariyama can afford to miss. Stone Edge lets you hit fliers and bugs and such. RestTalk is obvious. Thick Fat was picked > Guts, because you want to be able to take fire and ice attacks with ease.


Physical wall- Forretress(Brock) @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 246HP,24Atk,238Def
Moves:
~GyroBall
~StealthRock
~RapidSpin
~Explosion

This is supposed to be more of a BL team and I needed a spinner nothing could help this team more than adding Forretress. Gyro Ball for stab and it increases the attack since this ball is slow, Stealth Rock to set up the pesky pebbles everyone dislikes lol Rapid Spin to get rid of spikes, toxic spikes and SR, and Explosion when things get rocky.


Finally, lets put something else in this guy's place. Honchkrow would like some spinning, but with her being the only one weak to SR, then you should simply put in something else to wrap this up. Hmm...what should I recommend? I KNOW! Your team lacks some team support overall, so let's try to fit in altaria and see what happens...

Altaria @ Leftovers
Ability: Natural Cure
Calm nature
248 HP, 200 Def, 60 Sp Def
- Heal Bell
- Roost
- Dragon Pulse
- Flamethrower/SafeGuard

The EV's put you at a lefties point, while simultaneously netting you an additional switch into Stealth rock if a situation calls for it. A large helping of defense was put in so you could survive as much as possible. The remainder were put into Sp Def as extra walling capabilities. Heal Bell recovers your entire team from status (Which you already know) which honch and gallade will appreciate. Roost gives you instant healing, and knocks out your flying type for a turn. Dragon Pulse is STAB, and not much else. The last slot is for extra support, or perfect UU coverage. Flamethrower lets you hit steel types like registeel and such, but you won't be OHKO'ing or 2HKO'ing most of them anytime soon. SafeGuard however, can work well after you've heal belled. Heal your team of Status, and then suddenly you're capable of preventing status for a full 5 turns. Enjoy your sweep honchkrow.


For right now that's what I can give, but later I'll work on making a threats list for you and seeing what can be done to counter the most prominent ones.

_________________
If I was on death row and given one last meal I would ask for a fortune cookie. "Come on 'long prosperous life!'"



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PostSubject: Re: My Team RMT   Mon 03 Aug 2009, 7:23 pm

Manectric and Crobat in particular are gonna give you problems.

Manectric outspeeds half your team (Gallade, Slowking, Forretress), and you don't really have anyone that can SAFELY switch into a T-Bolt. He probably wouldn't OHKO Gallade outright because of his big Sp.Def, but T-Bolt could probably take care of Gallade after Subbing against CC for the Sp.Def drop, and either way, there's a 30% chance that you'll be Paralyzed by Static. Slowking can switch into Flamethrower easily, but probably gets owned by T-Bolt the next turn. Mid-Late game, Manectric will tear you a new one.

Crobat can shut things down with Hypnosis, outspeeds everything but Honchkrow (who likely can't OHKO), and sweep most of your team pretty comfortably with Air Slash and Heat Wave, and just U-Turn out when he sees Slowking.

Consider a Dragon type- unless Manectric or something similar happens to be packing HP Ice for whatever reason, I'm sure a Dragonite or something will clear that weakness right up.
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PostSubject: Re: My Team RMT   Tue 04 Aug 2009, 12:15 am

Updates are in bold thank you Brikien for your suggestions :)
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PostSubject: Re: My Team RMT   Tue 04 Aug 2009, 12:04 pm

I'll note that your Crobat weakness worsened. Altaria's your only real defense against it- thankfully for you, the Crobat set I described doesn't likely exist to Smogonites.

You SHOULD be able to deal with Manectric now pretty well... Magneton and Altaria can take T-Bolt all right, I'm sure, and Hariyama and Altaria should be able to easily deal with Flamethrower, not to mention, Altaria can consistently switch in thanks to Roost- just watch out for Stealth Rock. Consider a spinner?
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