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Competitive Team Help Having trouble with your competitive Pokémon team? Be sure to check here if you need any help on it. Any teams intended for in-game and casual play should be posted in the In-Game Team Help sub-forum.


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  #1    
Old February 5th, 2012, 05:53 AM
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deoxys121
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I enjoy creating competitive monotype teams. Currently, I'm planning out a Fighting monotype team. There are a couple things I'm not sure about, so I'd like to get your feedback and suggestions. Any suggestions will be accepted as long as they're not rude. Here it goes.

Machamp @ Life Orb
Adamant nature
252 Atk, 200 Spe, 58 HP
Ability: No Guard
- DynamicPunch
- ThunderPunch
- Ice Punch
- Stone Edge
I was thinking of maybe using Conkeldurr here, but Machamp sounded better for this situation due to access to the elemental punches to give me more type coverage, and DynamicPunch and Stone Edge with No Guard is a plus, too.

Gallade @ Choice Band
Adamant nature
252 Atk, 252 Spe, 6 HP
Ability: Steadfast
- Close Combat
- EQ
- Fire Punch
- Psycho Cut
This exact Gallade has proven very useful in my Psychic monotype team. Thus, I think he will do well in this team, as well. I can, of course, always make moveset changes if necessary.

Lucario @ Life Orb
Modest nature
252 SpA, 252 Spe, 6 HP
Ability: Inner Focus
- Nasty Plot
- Aura Sphere
- Shadow Ball
- Dragon Pulse
With little to no options for Dragon-type moves on sweepers elsewhere, and with Lucario being amongst my favorite Pokemon, I had to include him. I went with Shadow Ball over Dark Pulse due to the fact that I have no Ghost moves anywhere else on my team.

Infernape @ Focus Sash
Timid nature
252 SpA, 252 Spe, 6HP
Ability: Blaze
- Stealth Rock (maybe)
- Vacuum Wave
- Fire Blast
- Grass Knot
I always have Stealth Rock or Spikes on my team, and Infernape is the only fully-evolved Fighting-type that can learn it. But, I'm iffy about it. Advice here would be greatly appreciated.

Cobalion @ Leftovers
Impish nature
200 HP, 58 Atk, 252 Def
Ability: Justified
- T-Wave
- Roar
- Swords Dance
- Sacred Sword
To think Cobalion cannot learn Bulk Up... Anyway, obviously physical wall here. I think T-Wave would give me a chance to set up Swords Dance without getting hit first, and then I have Roar because Roar, of course.

Scrafty @ Leftovers
Careful nature
200 HP, 58 Atk, 252 SpD
Ability: Shed Skin
- Toxic
- Bulk Up
- Drain Punch
- Crunch
And last but not least, the special wall. Generally, I have two walls on my teams, one with T-Wave, the other with Toxic. This is the one with Toxic. Bulk Up would also allow Scrafty to increase his other defensive stat and put him at less of a disadvantage. Drain Punch, obviously, to recover HP.

OK, that's that. Any feedback would be appreciated here. Just like I said, as long as it's not rude, any advice is great.
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Old February 5th, 2012, 06:25 AM
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Sash Infernape only really works as a lead because SR etc = always common in OU and chances are if you use a Sash Infernape randomly in the middle of your team it won't go far, and unless you have a spinner then there's not really any point.

For Lucario, go for Vacuum Wave, since priority is something Lucario is known for, having access to three different types of priority. tbh as long as you have ice attacks (which you do on one), you don't really need dragon attacks (considering it's OU anyway, where every dragon is weak to ice), so I'd go for Vacuum Wave instead of dragon pulse just because you have that extra priority.

You also have a weakness to fighting in 3 of your Pokemon... and really, fighting is offensive mostly (other than ones w/ Bulk Up), so having Cobalion primarily for a wall when it just adds extra weaknesses isn't really a great thing. ;x Plus, considering that you're weak to psychic anyway, adding Toxicroak to replace with Cobalion (with access to Sucker Punch to hurt psychic anyway - I'd say Heracross but it can't really do as much to psychic types considering the most it can do is pursuit & night slash and psychic types won't really be switching out from a fighting type - at least this way you can hurt them when they try to break your subsitute) wouldn't really hurt you and would give you an extra fighting resist because as it is there's only really one thing you can switch to against fighting types.

Either way in case you want to kinda help yourself against fighting types, I'd go with the common physical set being this:

Toxicroak@Leftovers
Dry Skin
244 HP / 252 Atk / 12 Def
Adamant
- Bulk Up
- Substitute
- Drain Punch
- Sucker Punch

Considering Cobalion is physically defensive, the only things that'd really threaten you otherwise are Psyshock & ground (and rock but that wouldn't hurt anyway) which you're weak to otherwise with three (and at least you have Gallade to cover them slightly), no matter what you replace with, but this way you're at least less weak to fighting.

gl either way!
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  #3    
Old February 5th, 2012, 07:50 AM
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deoxys121
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Hmm... Toxicroak is an interesting choice. Though, there's one more change I'm thinking of. Perhaps with Toxicroak, I could give it Black Sludge instead of Leftovers. This way, it discourages the opponent from using Trick, Switcheroo, etc. if they are not immune to the damage from it.

As for your other changes, fully understand, and will do! Thanks for the advice.
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Old February 5th, 2012, 04:54 PM
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Machamp is better off investing in its bulk rather than its Speed, since it's rather slow (240 HP/248 Atk/16 SDef/4 Spe). You can also consider Bullet Punch somewhere on that set; even though it's redundant in coverage with DynamicPunch, the priority helps.

For Gallade, don't use Earthquake; it's redundant with Close Combat. Try this out, perhaps?:
-Close Combat
-Ice Punch/Stone Edge
-Night Slash/Zen Headbutt
-Trick
Nature: Adamant/Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Choice Band/Choice Scarf
Ability: Steadfast

If you're going to use Toxicroak, stick with Leftovers, since Black Sludge gives Trickers another weapon to use against you.

For Scrafty, use Rest instead of Toxic; it works well with Shed Skin and Drain Punch can't do all the healing for you. Use this EV spread (252 HP/8 Atk/248 SDef) for better bulk.

Infernape is best off as a mixed attacker. True, it can go for a suicide lead, but Team Preview makes the concept of leads moot:
-Fire Blast/Overheat
-Close Combat
-Grass Knot/U-turn
-Stone Edge/Mach Punch
Nature: Hasty/Naive
EVs: 252 Atk/4 SAtk/252 Spe
Item: Life Orb

Suicide lead if you want:
-Fake Out
-Stealth Rock
-Fire Blast/Overheat
-Close Combat/Vacuum Wave/Mach Punch
Nature: Hasty/Naive
EVs: 252 SAtk/252 Spe
Item: Focus Sash
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