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Battle Subway

Joe™

2D
2
Posts
12
Years
    • Age 37
    • Seen Aug 11, 2011
    This team is basically a revamp of one that I thought up a few months
    back. It was never officially tested, but the synergy is quite good
    and it seems pretty stable. There isn't really much else I can say
    as far as introductions go, so I'll get right to it.

    Changes in bold.


    Rotom-H @ Choice Scarf
    Timid Nature
    252 HP/200 Spe/20 SpD/18 Def
    Levitate»
    Trick
    Flash
    Thunder Wave
    Confuse Ray/Will-O-Wisp​

    This is a set I came up with a while back. Pretty standard moveset,
    but due to a lack of support moves, the last slot is a bit of a toss up.
    Confuse Ray could buy me some extra turns, and W-O-W is really his
    last available option. I suppose Pain Split can be considered, as well
    as Light Screen and Reflect, but those are pretty meh. HP is maxed
    for the best defensive potential, the Spe EV's outspeed all Aerodactyl
    (his fastest threat) before the Trick and the rest are dumped to
    even out his defenses. His unique typing gives him 7 resistances,
    an immunity and only 2 weaknesses, all of which are resisted by...


    Breloom @ Toxic Orb
    Adamant Nature
    252 HP/252 Atk/6 Spe
    Poison Heal»
    Bulk Up
    Substitute
    Seed Bomb
    Mach Punch​

    I've always been a fan of Breloom in the BT, so he's making the jump
    to B/W. The set is rather simple, dual STAB's and priority with Sub
    and Bulk Up for epic boosting, as it allows him to set up on most all
    physical attackers, and with Mach Punch he doesn't have to worry
    about outspeeding any particular threats. Also, having 2 PKMN that
    can recover HP behind a Sub is epic win in the BS.


    Bronzong @ Leftovers
    Modest Nature
    252 HP/130 SpD/128 Def
    Levitate»
    Substitute
    Calm Mind
    Iron Defense
    Flash Cannon​

    I hear some of you screaming "Why not Lucario newb!?" and to that
    I say, BULK. I don't mind the loss in power, and honestly, I prefer
    having a reliable switch-in to take resisted flying types that can ruin
    Breloom should the need arise. HP is maxed for the best defensive
    potential with the rest distributed evenly in the defenses. Not much
    else I can say here really, it all seems pretty self-explanatory to me.

    The main problems I can see as of right now are fire types, especially
    Volcarona and Moltres, as they resist every attack my sweepers have
    and can hit them both for SE damage. Hopefully Rotom is still alive
    and can cripple them before they get a chance to cause too many
    problems. Bulky waters that carry ice type attacks can be an issue in
    the right circumstances as well. Chandelure is quite a pain in the butt
    for this team but falls into a category of it's own since it not only
    resists my sweepers' attacks, but it's completely immune to Mach
    Punch, and his ridiculous SpA stat can give him the chance to break
    through 'Zong's Subs.
     

    Nihilego

    [color=#95b4d4]ユービーゼロイチ パラサイト[/color]
    8,875
    Posts
    13
    Years
  • Hey man, nice team you've got here. Few suggestions though.


    Firstly, all of the issues you identified in the last part other than the bulky Waters with Ice moves can be stopped dead by sticking Rock Slide on Breloom. Although you'd probably have to drop Seed Bomb, Rock + Fighting have almost QuakeEdge-class coverage which isn't anything to be laughed at.

    I'm gonna be honest here though and suggest that as Bronzong provides absurd amounts of defensive ability, Breloom could just be completely re-done into a Swords Dancer, especially given that if you do pick Rock Slide > Seed Bomb you'll be wanting to set up your attacks quicker because you have no real STAB other than Mach Punch. Just an idea. Keep Sub on it though, but re-do the EVs to 4 HP / 252 Atk / 252 Spe with Swords Dance, should you take it.


    Seriously you don't need all that defense on Bronzong either way. Lucario can manage easily without any defensive investment other than HP and that's pretty frail so Bronzong could definitely do without it, especially given its lower SpAtk. 252 HP / 252 SpAtk / 4 Spe, imo.


    Uh that's about it really. Again, nice team.
     

    Joe™

    2D
    2
    Posts
    12
    Years
    • Age 37
    • Seen Aug 11, 2011
    Thanks for the compliment/rate. ^^

    You make a good point with Rock Slide, I'll keep that option open,
    and as for using SD>BU, I like the idea of a fast set-up, but I
    feel a bit more comfortable with the bulk, as it would allow me to
    keep a Sub up while boosting.

    I originally wanted max/max on 'Zong, but after some calcs I
    realized that I'm not doing much more damage to anything that
    really maters (Heatran/Magnezone/Empoleon/Emboar) so I
    decided to shove the EV's into the defenses. TBQH, I wouldn't
    be surprised if those EV's did nothing for his defenses in the long
    run either, but I'd rather take "more" hits than do a trivial
    amount more damage.
     

    Nihilego

    [color=#95b4d4]ユービーゼロイチ パラサイト[/color]
    8,875
    Posts
    13
    Years
  • Fair enough @ almost everything you said. The thing that's bothering me now tho is how you're using Modest on Bronzong. If 252 SpAtk + Modest does a trivial amount more damage as you say, then 0 SpAtk + Modest is pretty much a complete waste. On my phone right now so using an EV Calculator is a nightmare but I'll work out a new EV spread for you adding in a defensive nature a bit later on, assuming you see why imo you should switch to one.
     
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