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Rate LB team...
Farfetch'd(M)@Lum Berry
252 att, 252 spd, 6 hp [Jolly Nature] Inner Focus (Since I have Aerial Ace, Keen Eye not much use) Aerial Ace Swords Dance Return Steel Wing (?) My...uh...sweeper. Spinda(F)@Leftovers 198 speed, 76 sp def, 76 def, 160 hp [Timid Nature] Own Tempo (Useful when encoring those C-raying tanks) Encore Seismic Toss Snatch Baton Pass Does pretty well when I encore something like swords dance, dragon dance, calm mind. I can pass it to Farfetch'd, Magneton, or Trapinch. Double Sd'd trapinch can sweep whole team with QA if there are no ghosts or resistance. Chimecho(M)@Leftovers 252 speed, 156 def, 76 sp def, 26 hp [Timid Nature] Levitate (Other than farfetch'd, can switch to this guy after encoring ground attacks.) Calm Mind Psychic HP Dark Heal Bell Can sweep to some extent. Sableye(F)@Leftovers 252 speed, 146 hp, 96 sp def, 16 def [Timid Nature] Keen Eye (Not much use, except when hitting double teamers) Seismic Toss Night Shade Recover Knock Off Knock off is cool for screwing up tanks. Magneton(NoGender)@Lum Berry 252 speed, 138 sp att, 120 sp def [Timid Nature] Magnet Pull (Destroy Skarm and other steel types. Especially Skarm) Metal Sound Substitute Thunderbolt HP Ice The Sub comes in handy when dealing with stuff like Aero. After taking out something, I still have my sub, and I still can pwn. Trapinch(F)@Choice Band 252 Att, 140 HP, 16 spd, 102 sp def [Adamant Nature] Arena Trap (Traps Opponent. Very very handy) Quick Attack (If I get attack boosted, I use this all the way) Earthquake Rock Slide HP Flying (Ghosts have generally low defense anyway) Pretty simple to understand. The types of pokemon in my team have immunities, since I can switch to them after encore. Best is Trapinch, since he has arena trap. An electric attack encored and a switch to trapinch is a almost guarantee kill for me. Please rate, help. |
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Yeah, I think I'll put hp ground. But Lum berry has saved my *** from a will o wisp or a thunderwave, and enabled me to dance and sweep.
The problem with trick banding is that I have to go first... sometimes, not very easy. How do the moves screw the team up? For Magneton, I think I'll interchange ^^ For trapinch - To out run other Trapinches, I guess. I got KO'd a couple of times by another CB'd Trapinch. Besides, that bit of attack don't make muce difference, but the speed does. Maybe I'll lower it a bit. |
I prefer Umbreon as a Snatching Baton Passer (my very first NB team featured that little ingenious combination). It's so marvellous to steal your opponent's Substitutes, Dragon Dances and Heal Bells and use them for yourself.
Farfetch'd - surprised you're not going for the Stick + Slash combo here. I suppose a Stick is no different to a Scope Lens really, and that's never used very often either. Spinda - enjoy Snatching Baton Pass - it's fun! Chimecho - needs pseudopass to help survive. Consider either Light Screen or Reflect somewhere. Sableye - this set screwed me up first time I faced it. Only seen it once however Trapinch - when using Dugtrio, I use Jolly over Adamant, so it needs a bit of extra speed to outrun each other. Magneton - I prefer to Thunderdance with Magneton |
Thanks Toothache ^^
For Trapinch, I gave it some speed evs, so it should outrun other trapinches. =p For Spinda's snatch pass, there's an added plus of encore =D |
er... Who else uses Trapinch? ._.
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*Cough* Blissey *Cough*
Recently, I gave half my team paralyzing attacks. Hopefully they'll switch, then I can get Trapinch to sweep them when they come out. Oh yeah, and, Kholdstaire? Quote:
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