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 Team GTFO of the battlefield

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Brikien93
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PostSubject: Team GTFO of the battlefield   Sat 26 Sep 2009, 7:45 pm

While making my second cup of coffee to help me contend with the day, an idea started to form in my head. I got to remembering my arbok set (In the gimmick section for those too lazy to read the whole RMT) and suddenly it popped into my head, that I should make an entire team dedicated to forcing switches all around. So now here's the team in its rough draft form.

Originally, I had the intention of making this a solid NU team, but when I thought about it a little harder, I realized I REALLY wanted to slip my azumarill into this team as well, so instead I just opted for UU/NU mixer.

So without wasting any more of your time, I present to you...

TEAM GET THE **** OUT OF MY WAY

What's a good RMT without first allowing the reader a quick peek?





INTERESTING ANTI-LEAD



Houndoom @ Lum Berry
Ability: Flash Fire
Timid nature
252 Sp Atk, 252 Spe, 6 Sp Def
- Fire Blast
- Dark Pulse
- HP-Rock
- Taunt

I found this set while cruising around Marriland. I thought it would do fairly well, as it counters almost all of the common leads in UU. Here's the little watser gypser I found along with it for the explanation. Note that the set I found had Sucker Punch as an option > Taunt, so any mention of sucker punch is because I opted for taunt instead to keep the rocks from being laid down...

Quote :
Houndoom is a very effective lead in the UU Realm, being able to take on many of UU's top leads. In the UU metagame, unlike OU, offensive leads are much more common, with fewer (In Comparison) Sash/SR leads. Your Stab Moves and HP Rock allow Houndoom to beat many common UU leads and get momentum going quickly.

Enemy Lead Roserades will always fall to Fire Blast, while Houndoom will always outspeed Roserade (Base 95 vs 90 Speed). Versus Scarf leads Houndoom can survive any move it commonly carries, with Lum Berry curing Sleep should it try and Sleep Powder you. Focus Sash Roserades likewise can not OHKO you, and Sleep Powder is futile as well, meaning at best Roserade can only get up 1 layer of spikes out. Any other Item Roserade (Specs, Life Orb, etc...) will be outsped and OHKOed. Against a Roserade you are sure is Sashed the best move to use first turn is Dark Pulse, as you still break the Sash, can get a flinch to prevent even one attack, and can guard against a Flash Fire pokemon switching in for a boost (as well as nailing any Slowbros stupid enough to try and switch in)

Another Common UU Lead is Uxie. While Uxie does have the same base speed as Houndoom it will almost never run Max Speed. Dark Pulse has a 98.62% chance to 2HKO a Max HP / 4 SDef with Leftovers, with few ever going any bulkier then that. Uxie in return can only get one attack off against Houndoom, usually either Stealth Rock or Thunder Wave, which neither will harm this Houndoom. If you run Taunt, you can also prevent even those, with a minimum Atk U-Turn only dealing around 50% to Houndoom in return.

Two more common Leads are Moltres and Yanmega. Hidden Power Rock has an 80% chance to OHKO Min HP/SDef Moltres (LO/Scarf/Specs Leads) and gives you a 100% option versus Yanmega if you dont want to risk a Fire Blast Miss. Moltres is always outsped by Houndoom, unless Scarfed, and even should Moltres survive a Hidden Power Rock, it cannot OHKO Houndoom without Specs or Crit. Yanmega is a bit shakier, with it being able to tie Houndooms Base Speed, and Protect Speed Boost makes it faster. Yanmega however cannot OHKO Houndoom without Choice Specs (Life Orb Super Effective Hidden Power does 98% Max). For Focus Sash Yanmegas, this is where your final move comes in, with Sucker Punch being able to bypass Yanmega's Speed Boosts and Finish it off after you break its Sash with Hidden Power Rock / Fire Blast. Lum Berry also protects against any Hypnosis it throws around as well.

Other Common leads Houndoom can beat include Registeel, Steelix, Mesprit, and non Rain Dance Electrodes. Steelix needs Max HP / SDef to avoid an OHKO from Fire Blast, Registeel and Mesprit are always 2HKOed, while most of them will try and Thunder Wave you.

Evs are very Generic, Max Speed is absolutely neccesary to outrun the Base 80 Speed group that includes Moltres and Roserade and Speed Tie at worst with the 85 Base Speed group that includes Uxie and Yanmega. 4 Attack Evs give a little extra Ooomph to Sucker Punch to nail Dugtrio for around 75% before he kills you.


Switch Forcer Number 1



Azumarill @ Leftovers
Ability: Huge Power
Adamant nature
252 HP, 216 Atk, 16 Def, 16 Sp Def, 8 Spe
- Encore
- Focus Punch
- Substitute
- Aqua Jet

A lot of you should be fairly familiar with how devestating this particular azumarill is. Many of you have seen me desecrate entire teams with the little fella alone. One cool thing about this azumarill, is it forces switches like a torment tran against a team of choice users. Encore is the crowning glory of the whole set, as azumarill enjoys the ability to lock pokemon into statup moves like calm mind or dragon dance, or even into not very effective moves. This azumarill is essentially the elmer's glue that keeps the thought behind the team alive. Focus Punch pairs up well with substitute, encore, and that massive attack stat reaching roughly 140 base. Substitute blocks status, allows subpunch, and keeps azu from being KO'd by otherwise fatal moves (Which unless something is boosted, it's pretty dang hard to take out azu even super effectively) Aqua Jet pairs greatly with that 140 base attack, and that beautimous focus punch. Most things can't withstand a focus punch coming from a rhyperior sized attack stat, and the few that can certainly don't have enough health to likewise survive the STAB priority.

EV's
Maximum HP provides azumarill with 404 HP, which means 101 HP subs, which means no seismic toss knocking out them subs (Here's looking at you chansey) 216 Atk EV's puts azumarill at the final jump point. The 2 minor investments in defenses provides azumarill with equal defenses. Finally, the remainder 8 EV's were put into speed on the grounds of "just because."


Switch Forcer Number 2



Arbok @ Leftovers
Ability: Shed Skin
Adamant nature
252 Atk, 252 HP, 6 Spe
- Glare
- Disable
- Pursuit
- Earthquake

If Azumarill is the Elmer's glue that keeps the thought behind the team alive, then Arbok must be the Duct Tape that keeps it in good condition. Some of you may remember me creating this set, and it does work fairly well with what testing i've put it through. It works as such. The foe brings in somebody, and arbok has a choice. He can paralyze them with glare, then disable whatever move they used last. What's cool, is arbok has fairly decent defenses for NU standards, so he can shrug off weaker earthquakes from things like Registeel and Steelix. Pursuit is probably the crowning glory of the set, as when you disable a healing move like milk drink, a statup move like calm mind, or a weaker Earthquake/Psychic, the foe is predictable enough to switch that pokemon out. (I know I would) Shed Skin is the preferred ability on this set, as a burn greatly hinders this poor serpentines screwing over ability, and paralysis/sleep hinder his uses considerably, so that nice 30% chance of (pardon the pun) shedding that status, increases his survivability drastically.

What this team REALLY needs

Nidoqueen @ Leftovers
Ability: Poison Point
Impish nature
252 HP, 252 Def, 6 Atk
- Earthquake
- Toxic Spikes
- Stealth Rock
- Charm/Roar

Alright, so this team is going to be forcing switches in every single direction correct? So what is a good thing to do for such a situation? You make sure that every time they switch in they're forced to take some serious residual damage. Earthquake is primarily STAB, and is primarily to avoid the taunt bait basis she really wouldn't desire. Toxic Spikes isn't a very good thing in UU, but it does do a fantastic job for a team with no poisons, and if I can get rid of them before the T. spikes are setup, then we're golden. Stealth Rock is useful for maiming fliers that resist the rest of nido's moveset, and does a brilliant job paired up with all the switches being launched around. The last slot is a hard choice. Charm can try to force a switch, and cushion physical attackers, but roar will actually make it happen. I'm leaning more towards roar though, so fliers are pressured into coming in without having nidoqueen within the knockout range.

Late Game Ravager


Absol @ Life Orb
Ability: Super Luck
Adamant nature
252 Atk, 252 Spe, 6 HP
- Swords Dance
- Sucker Punch
- Night Slash
- SuperPower

Alright, so eventually the team is going to be reaching the end of the battle, and instead of dragging it out any longer, I find my opening, and slip absol into play so he can wreak his havoc. It's simple enough, bring Absol in against something ready to gtfo of his way, so he can do a little dance. Then he's free to desecrate. Sucker Punch coming off that georgous attacking stat and +2 pretty much wrecks EVERYTHING. It also makes up for his lackluster speed stat. Night Slash is secondary STAB that requires less prediction to hit with, and benefits greatly from super luck. SuperPower gives near perfect coverage with the STAB dark moves, and puts a hurt on virtually everything. Not much more to say here. Late Game Sweeper Extraordinare.

[size=18]Oh hai, it's altaria[/size]


Altaria @ Life Orb
Ability: Natural Cure
Mild nature
112 Atk, 252 Sp Atk, 144 Spe
- Outrage
- Draco Meteor
- Fire Blast
- Roost

I saw this set on serebii, and was a bit sad when I discovered it to also be a smogon set =( oh well, it's the mixmence of UU. This is meant to come in early and mid game to help clear the field of troublesome foes, that otherwise might prove difficult to force out. Draco Meteor is used in the extreme early game battle, and tears through virtually everything with that massive 140 base power. Outrage is useful for mid game coming off that slightly less impressive 120 base power, but over the course of 2 turns can do more damage than draco meteor. Fire Blast wraps up the offensive portion of this mighty powerful back breaker. It gives registeel and Steelix reasons to fear coming in. Roost wraps up this set, as it helps keep altaria in the game longer. Why is it important to keep altaria in longer? Because altaria is an extremely important member because it provides a ground immunity and a water resistance. I really can't afford for her to knock herself out now...


Alright anytrades, you've made it through this RMT, now here's what you can do for me (as if reading wasn't enough) I need you to tweak this team. Mix and Match members, swap around moves here and there, make creative suggestions for anything you can think of, and report back to me with whatever you think is necessary to make this team the best it can be. Don't be afraid to replace pokemon now.

_________________
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: My Rate 4 U   Sat 26 Sep 2009, 9:12 pm

Quote :
While making my second cup of coffee to help me contend with the day
I had 3 this morning so I win.

Quote :
that I should make an entire team dedicated to forcing switches all around
You are a terrible, terrible person >.>

I hate when people make me switch.

Quote :
Houndoom @ Lum Berry
Ability: Flash Fire
Timid nature
252 Sp Atk, 252 Spe, 6 Sp Def
- Fire Blast
- Dark Pulse
- HP-Rock
- Taunt

I found this set while cruising around Marriland. I thought it would do fairly well, as it counters almost all of the common leads in UU. Here's the little watser gypser I found along with it for the explanation. Note that the set I found had Sucker Punch as an option > Taunt, so any mention of sucker punch is because I opted for taunt instead to keep the rocks from being laid down...
I love it. Such a cool lead, and I never see it. I'm sooooo stealing it. Thanks =3

Quote :
Azumarill @ Leftovers
Ability: Huge Power
Adamant nature
252 HP, 216 Atk, 16 Def, 16 Sp Def, 8 Spe
- Encore
- Focus Punch
- Substitute
- Aqua Jet

A lot of you should be fairly familiar with how devestating this particular azumarill is. Many of you have seen me desecrate entire teams with the little fella alone. One cool thing about this azumarill, is it forces switches like a torment tran against a team of choice users. Encore is the crowning glory of the whole set, as azumarill enjoys the ability to lock pokemon into statup moves like calm mind or dragon dance, or even into not very effective moves. This azumarill is essentially the elmer's glue that keeps the thought behind the team alive. Focus Punch pairs up well with substitute, encore, and that massive attack stat reaching roughly 140 base. Substitute blocks status, allows subpunch, and keeps azu from being KO'd by otherwise fatal moves (Which unless something is boosted, it's pretty dang hard to take out azu even super effectively) Aqua Jet pairs greatly with that 140 base attack, and that beautimous focus punch. Most things can't withstand a focus punch coming from a rhyperior sized attack stat, and the few that can certainly don't have enough health to likewise survive the STAB priority.
Already stole it >=3

Anyways, I probably didn't even need to quote this part, you know that this azumarril kicks bleep like no one would believe. However, I would be wary of water absorbers, as they won't always let you encore them into something good. Though if they use an electric attack you have Nidoqueen and grass attacks you can switch to altaria. Quagsire can still be problematic if they can beak your sub with Earthquake, as it may have beam/punch. If it does, quagsire can wreck your whole team. Unless you can wear it down to where altaria can kill it.


Quote :
Arbok @ Leftovers
Ability: Shed Skin
Adamant nature
252 Atk, 252 HP, 6 Spe
- Glare
- Disable
- Pursuit
- Earthquake

If Azumarill is the Elmer's glue that keeps the thought behind the team alive, then Arbok must be the Duct Tape that keeps it in good condition. Some of you may remember me creating this set, and it does work fairly well with what testing i've put it through. It works as such. The foe brings in somebody, and arbok has a choice. He can paralyze them with glare, then disable whatever move they used last. What's cool, is arbok has fairly decent defenses for NU standards, so he can shrug off weaker earthquakes from things like Registeel and Steelix. Pursuit is probably the crowning glory of the set, as when you disable a healing move like milk drink, a statup move like calm mind, or a weaker Earthquake/Psychic, the foe is predictable enough to switch that pokemon out. (I know I would) Shed Skin is the preferred ability on this set, as a burn greatly hinders this poor serpentines screwing over ability, and paralysis/sleep hinder his uses considerably, so that nice 30% chance of (pardon the pun) shedding that status, increases his survivability drastically.
Well, you probably won't take this out of the team, since it is the main point of your team, but this set has a few flaws. Glare isn't a wonderful, as a 75% accuracy is kind of unreliable. But Arbok doesn't have anything better, so leave it. Disable also only has 80% accuracy, so wide lens is looking kind of good. Pursuit is good if you can get a disable off, but Arbok doesn't have great speed or great defenses, so if they are not choiced, the might stay in and kill you off with a different move. Finally, this set has no STAB, but nothing is replaceable, so not much we can do there...

The overall problem with arbok is that when this team was created for NU, it was a great addition. But Arbok can not survive in UU, especially if you want to play on Shoddy, where the "UU" pokemon are strong enough to OHKO arbok easily.


Quote :
Nidoqueen @ Leftovers
Ability: Poison Point
Impish nature
252 HP, 252 Def, 6 Atk
- Earthquake
- Toxic Spikes
- Stealth Rock
- Charm/Roar

Alright, so this team is going to be forcing switches in every single direction correct? So what is a good thing to do for such a situation? You make sure that every time they switch in they're forced to take some serious residual damage. Earthquake is primarily STAB, and is primarily to avoid the taunt bait basis she really wouldn't desire. Toxic Spikes isn't a very good thing in UU, but it does do a fantastic job for a team with no poisons, and if I can get rid of them before the T. spikes are setup, then we're golden. Stealth Rock is useful for maiming fliers that resist the rest of nido's moveset, and does a brilliant job paired up with all the switches being launched around. The last slot is a hard choice. Charm can try to force a switch, and cushion physical attackers, but roar will actually make it happen. I'm leaning more towards roar though, so fliers are pressured into coming in without having nidoqueen within the knockout range.
Yay, the only REAL suggestion I have for this team. There are so many Poison type pokemon in UU/NU, that toxic spikes is almsot a complete waste of time. I would recommend switching this out for a normal spiker. Cacturne would be good for the job, as it also takes away from the quagsire weakness, and gets leach seed, which can cause more switches. But then you lack stealth rock and roar, both of which are very helpful. I guess an alternative to switching it out all together would be to switch toxic spikes for something. Maybe thunderpunch or EarthPower and Thunderbolt, as electric hits flyers pretty well who are trying to get in on the immunity.

Quote :
Absol @ Life Orb
Ability: Super Luck
Adamant nature
252 Atk, 252 Spe, 6 HP
- Swords Dance
- Sucker Punch
- Night Slash
- SuperPower

Alright, so eventually the team is going to be reaching the end of the battle, and instead of dragging it out any longer, I find my opening, and slip absol into play so he can wreak his havoc. It's simple enough, bring Absol in against something ready to gtfo of his way, so he can do a little dance. Then he's free to desecrate. Sucker Punch coming off that georgous attacking stat and +2 pretty much wrecks EVERYTHING. It also makes up for his lackluster speed stat. Night Slash is secondary STAB that requires less prediction to hit with, and benefits greatly from super luck. SuperPower gives near perfect coverage with the STAB dark moves, and puts a hurt on virtually everything. Not much more to say here. Late Game Sweeper Extraordinare.
I think this might be stepping over into BL...

I mean, our teir list says absol is UU, but i don't think it belongs there...


Quote :
Altaria @ Life Orb
Ability: Natural Cure
Mild nature
112 Atk, 252 Sp Atk, 144 Spe
- Outrage
- Draco Meteor
- Fire Blast
- Roost

I saw this set on serebii, and was a bit sad when I discovered it to also be a smogon set =( oh well, it's the mixmence of UU. This is meant to come in early and mid game to help clear the field of troublesome foes, that otherwise might prove difficult to force out. Draco Meteor is used in the extreme early game battle, and tears through virtually everything with that massive 140 base power. Outrage is useful for mid game coming off that slightly less impressive 120 base power, but over the course of 2 turns can do more damage than draco meteor. Fire Blast wraps up the offensive portion of this mighty powerful back breaker. It gives registeel and Steelix reasons to fear coming in. Roost wraps up this set, as it helps keep altaria in the game longer. Why is it important to keep altaria in longer? Because altaria is an extremely important member because it provides a ground immunity and a water resistance. I really can't afford for her to knock herself out now...
Pretty straight forward set. Covers some weaknesses nicely.

Well that's my rate. Enjoy?
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Number of posts : 427
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PostSubject: Re: Team GTFO of the battlefield   Sat 26 Sep 2009, 9:17 pm

I did enjoy your rate, thank you.

I am considering swapping out arbok for something else lately, but atm I can't think of anybody to put in. Suggestions there? STAB poison isn't much in the way of bragging rights, even if it was the mighty powerful gunk shot backed up by wide lens.

On Nidoqueen, i'll swap out T. Spikes for Ice Punch, and use Roar > Charm. Good suggestion.

Thanks SG

_________________
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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Number of posts : 81
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PostSubject: Re: Team GTFO of the battlefield   Sat 26 Sep 2009, 9:31 pm

Well, the only thing that pops into mind as an arbok replacement is the embodiment of bad bleep: Dunsparce.

Dunsparce has Serene Grace Body Slam, which is not only a STAB move, but offers a nice 60% paralysis chance, only a little worse than glare's 75% paralysis chance, but if you really want to, Dunsparce does also get glare. Unfortunately, Dunsparce does not get disable, but it does get Rock Smash, with a handy 100% chance at lowering the opponent's defense, also being able to cause a switch. And if you are a prediction genius, it also has pursuit. You can use the last slot as a verity of things. You can be a jerk-butt face and use headbutt (if you opt for glare or thunderwave over body slam) or rock slide (if you use body slam) for some paraflinchyness with defense lowering on the side. You could also be significantly cooler by using roost to make dunsparce last around a bit longer, but it isn't the best option if you are not playing NU. Other options are yawn, which helps force switches, flail if you think you can take a hit, water pulse for the 20% confusion, and trump card because the idea behind the move is so cool. The spread should probably be 252 HP / 252 Att / 6 Spe.
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