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252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 252+ SpD Gyarados in Sun: 113-133 (28.7 - 33.8%) -- 98.6% chance to 4HKO after Leftovers recovery 252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 252+ SpD Gyarados: 110-130 (27.9 - 33%) -- 90.8% chance to 4HKO after Leftovers recovery etc. |
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also tran doesnt like focus blast, so i woudnt really use it to beat chary esp since scarf tran would really not fit here. also celebi most of the time switches in on rotom so it could just vswitch me on that turn and its not ever gonna switch on me, also 36 speed celebi already outspeed 40 speed rotom wash which is the most common so it can outspeed and beat all azumarills. so i dont get how giving more speed ev's help. |
Cant you use SD Liechi Berry Natural Gift Talon to Lure Rotom-W? (Base 100 power Grass move). Though really thats the least of your issues, Raptor lures in rotom-w anyway with DoublE-Edge/Return and Skarm walls your whole team lol.
Edit: Thunder Gyara really lol Id sooner use Fire Blast + Toxic on Gyara and move Whirlwind to Hippo. Fire Blast lets you hit more stuff than Thunder and Toxic covers most of the other stuff you cant hit. |
my b i wasn't very clear with what i was asking. rather, i was asking for a process of how the team came to be, the intent behind the decisions, etc. (can be brief) since i'm just not seeing the synergy and i feel like having that information would allow me to better give advice without compromising what you want out of the team.
and yeah sorry again i was unclear but i was mostly referring to the "gentle thunder gyara" part. but yeah to go into more detail now that i have time, i am going to assume that your core mons are exca and scizor here since the other mons are primarily support (though obviously hippo is pretty central since exca can't function w/o it). i think trying to use the last slot to lure rotom-w is somewhat flawed since the problem goes beyond rotom-w when very common mons typically seen on balance/bulky offense cores (which are p dominant atm) are gonna give you issues. for example, just think of what rotom-w is often paired with. let's say the core is rotom/landt/ferro. it's very common and it can lay hazards on you pretty much all day and exca can't really touch any of them, and while scizor has a better time, it's going to have a lot of trouble early game to do much of anything with bad initial power and limited coverage. plus keldeo is everywhere. speaking of keld, it is a big problem here - not for its offensive presence, which celebi and to a lesser extent gyara handle ok, but that it actually walls both of your main sweepers at full health. exca eq takes out a huge chunk but you won't be ohkoing it. hp fire latios just flat-out doesn't have a switch-in, and even those without can defog all day on you etc. if your opponent has a ferro it won't have too much of a problem keeping control of the match since again, scizor can switch in and set up but can't really get going in time for it to be more than the tactical victory of forcing ferro out. basically what i'm saying is you don't really have any balance breakers except scizor (but with no way to beat the mons that wall it). so idk i mean you could throw in a lure/breaker but i think the exca/scizor core is fundamentally limited and has poor synergy offensively (not great defensive either). like, if you just threw on a mega gardevoir instead your offensive presence becomes so much more diversified and garde is a decent balance breaker if you can pressure the ferro/tran (you can always run earth power over psychic on celebi) and gives you a fighting chance vs. stall (mega sableye and even mew eats this team alive atm). not trying to give you a trial by fire here but offense needs to have consistent offensive presence or you might as well run a defensive team. that's what i'm tryna get at with the questions here - what is the logic of the building? then i can give more constructive criticisms than what i've just given since i'll have a much better idea of what i should be fixing, though i do think that the fundamental flaw i've pointed out is correct. (choose between exca and scizor since running both necessitates running hippo or tar and then you're really putting a strain on the last few slots. unless you really wanna run the combo in which case i can hit the drawing board a bit but yeah that's my take.) |
Okay so originally I had
Chary- ttar-glisc-exca-celeb-suicune This is p self explanatory since u helped me with this. I noticed that suicune wasn't helping me much and that I depended on exca more than char y to sweep. So If I want to concentrate on exca to sweep chary was becoming a more of an hindrance if anything, it also makes celebi weaker. I changed char y for a more bulky sweeper like mega Scizor who isn't uncommon in sand, can take dragon hits, has roost and comfortably set up a lot and sweep. Then the major Char y weakness, and it was really bad. So I used spdef gyara instead of suicune, I knew I was burn weak but I thought celebi could take them wisps. Sadly tho mega sableye is v annoying here. Also since wash sort of walls my sweepers and can easily burn them I was looking a lure, but I am always open to changing anything if it isn't really profitable. Edit: AND OMG IT IS SUPPOSED TO BE THUNDER WAVE GYARA STUPID TEAM BUILDER AAAAAA. |
Okay so after discussing with anti....a lot.....the team looks like this
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Heil me anti. |
hmm pretty bored w/ ou atm (just been playin it too much uu 4 lyfe) but building and theorymoning is fun so imma toss out something i've been thinking about.
http://www.pkparaiso.com/imagenes/xy/sprites/animados/scizor.gif Scizor @ Choice Band Trait: Technician EVs: idek man max atk and then yolo Adamant Nature (+Atk, -SAtk) - U-turn - Bullet Punch - Superpower - Knock Off i'll talk about the mates i'm thinking about in a minute, but yeah i was inspired to try this guy cause its uturns hit harder than anything else's except like mega beedrill or something but yeah i like its potential to wear away at very common balance mons (rotomw landt heatran ferro keld) that hate taking uturns, getting their item knocked off, or taking superpower. also very useful defensively since fairies are op af and it can check or rk then, plus priority is always really nice to have. idk it just struck me as a useful mon since a lot of teams rely on keld to check this (esp if they think it's mega sd) but 252+ Atk Choice Band Scizor Superpower vs. 0 HP / 0 Def Keldeo: 235-277 (72.7 - 85.7%) -- guaranteed 2HKO after Leftovers recovery (235, 238, 240, 243, 246, 249, 252, 254, 257, 260, 263, 265, 268, 271, 274, 277) ruh roh in terms of teammates i'll run through non-mega and mega considerations: non-mega: rotom-w: could go this route but would prefer to at least wait until later and see if it's the "right" vs mon for a voltturn or not. would prefer not to but not totally opposed to popping this guy in there. garchomp: best offensive rocker money doesn't buy azumarill: belly drum variant, bd azum has its issues but scizor actually supports it quite well. if i ran this i might consider pursuit since the latis can rk azumarill fairly easily. sylveon: don't hate, appreciate. heatran isn't exactly the hardest thing in the world to lure w/ scizor and ferro isn't so bad either, and i like the it can dry pass and keep momentum. (spex just so we're clear.) bisharp: guess who appreciates a weakened keldeo? gengar: kinda sounds like a cool balance breaker and can wear down steels with sciz but i'm iffy on the synergy mega: gyarados: wow, let's see, appreciates weakened rotom/keld (or even dead ferro w/ a well-timed superpower i guess), effortlessly pivots into various scizor checks off a uturn (heatran land even keld though to hell w scald lol x_x), really nice mid game sweeper. gardevoir: still a top of the line breaker and is way better vs stall than altaria, can weaken ferro and tran for scizor (!) and is an all-around baller. have my doubts that it's so much better than sylveon that i shouldn't run m gyara tho. slowbro: would definitely take the team in a much bulkier direction but this is probably the most low-key ridiculous mon in the tier so i'll toss it in here for fun even tho gyara is a better fit. i should probably get this out of the embryonic stages before posting but figured i'd post since i've been wanting to do a uturn team for awhile now (and not just the piss weak scarf lando-t variant) so thought i'd toss it out there, will probably have more solidified in a few days but feel free to offer suggestions. if i had to commit this very second i'd roll with sylveon/sciz/mgyara i guess but not sure that's even good lol. |
Oh yeah, this kinda died so I might as well revive it (omg double post op) with the team that came out of this core since I would describe the team as "very nice but not quite there yet" so it's pretty much in tweak mode but could use a facelift. It's really more geared toward suspect but can kinda-sorta hang with Mega Metagross I guess? Lol.
Many of y'all have faced this team, and if you have then you know I like to play it aggressively as I am not super confident in the defensive core. My suspect ladder record is 31-13 though I think the team's record is closer to 26-8 because I started on suspect with an offense team whose defensive stopper was MegaZard X haha, so you can guess how that went. Anyway, here's what I have: http://www.pkparaiso.com/imagenes/rubi-omega-zafiro-alfa/sprites/animados/slowbro-mega.gif Slowbro (M) @ Slowbronite Ability: Regenerator EVs: 252 HP / 80 Def / 176 SpD Bold Nature IVs: 0 Atk - Calm Mind - Scald - Psyshock - Slack Off The old post explains why I like Mega Slowbro so much, but let's just say that he's a really terrifying win condition. I think in practice the only thing I have been annoyed with is that, if he doesn't get Scald burns (which *would* happen to me), breaking iffy pseudo-checks like Ferrothorn and Rotom-W does get a bit more difficult. I have this paired with Healing Wish support (spoiler alert) which allows me to play it very aggressively early on, which is nice. Even though it can be stopped, I kind of find this to be a BS poke tbh. :/ http://www.pkparaiso.com/imagenes/xy/sprites/animados/heatran.gif Heatran @ Leftovers Ability: Flash Fire EVs: 248 HP / 12 SpA / 208 SpD / 40 Spe Calm Nature IVs: 0 Atk - Lava Plume - Stealth Rock - Earth Power - Toxic I tossed in Heatran for SR support, a kinda-sorta Talonflame check, a little status, and much-needed special bulk. I'm not a huge fan of Heatran but he does his job pretty well and closes some gaps on the team. I would be open to a replacement here. Oh, and idek about the EVs. I think they all just made the numbers pretty (like 300 satk or something?) so don't ask. http://www.pkparaiso.com/imagenes/xy/sprites/animados/tornadus-therian.gif Tornadus-Therian (M) @ Life Orb Ability: Regenerator EVs: 40 Atk / 252 SpA / 216 Spe Hasty Nature - Hurricane - Superpower - Knock Off - U-turn I actually removed this for a bit because Hurricane's accuracy kept costing me games. No matter: I still love his Speed, utility, and ability to grab momentum, even though I really wish that Hurricane didn't suck. He's a great early game breaker against some teams as well though I wouldn't say it's as good as the mixed Defiant Thundurus I enjoyed spamming in XY. The big thing with Tornadus is that he can safely switch into Serperior and especially Celebi and get me back momentum. It allows me to play Slowbro aggressively and not fear an incoming vegetable mon. sry sims. http://www.pkparaiso.com/imagenes/xy/sprites/animados/clefable.gif Clefable @ Leftovers Ability: Magic Guard EVs: 252 HP / 252 Def / 4 Spe Bold Nature IVs: 0 Atk - Moonblast - Thunder Wave - Calm Mind - Soft-Boiled I always use this mon lol. It's just too useful. I liked the idea of dual CM with MegaBro, and her utility actually supports Slowbro nicely, especially on the status absorption front. Otherwise, it can spread status, somewhat alleviate the pressure from weak VoltTurns, and checks numerous Pokemon or can at least prevent them from sweeping, because Fairy type is insane. Thunder Wave gets the nod over Flamethrower because I find it more useful defensively and for Heatran, though given how spotty this team is against fast Mega Scizor, I think Flamethrower is a fair choice even though Heatran can check it if it gets paralyzed. http://www.pkparaiso.com/imagenes/xy/sprites/animados/keldeo.gif Keldeo @ Leftovers Ability: Justified EVs: 248 SpA / 8 SpD / 252 Spe Timid Nature IVs: 0 Atk - Calm Mind - Scald - Secret Sword - Substitute Ehhhh I feel like the metagame has started to adapt to this guy a bit (as evidenced by the rise of Celebi, Starmie, etc.) and I find it less effective than I did when ORAS started. Even so, this is my primary stall-breaker (translation: stall is a difficult matchup for me) and still puts pressure on a lot of teams and checks Scizor and Bisharp, though not all that well. I feel like this is where my team building got a tiniest bit lazy. http://www.pkparaiso.com/imagenes/xy/sprites/animados/latias.gif Latias (F) @ Life Orb Ability: Levitate EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 2 Atk / 30 SpA / 30 Spe - Draco Meteor - Hidden Power [Fire] - Defog - Healing Wish This guy has actually been really clutch and is a great synergy mon. For some reason, I find people to be more careful about coverage moves when playing vs. Latios than Latias, so I've found HP Fire to be a surprisingly effective Scizor/Ferro lure. It provides a *badly* needed Electric resist and a good switch-in to Charizard Y and non-SubMind Keld I guess. The real story here is Healing Wish, which is usually when I make my move in a game and corner my opponent. Often I find that teams can check any one of my CM sweepers but not all that well, so I can weaken them and then come back for round two. This is especially true of MegaBro who can actually beat/severely maim some of its checks 1v1 but is left at really low health (think vs. like LO Thund or something) which effectively kills Slowbro since it's too slow to recover on anything. Healing Wish changes that equation, which is awesome. Okay so here are the issues I want to have fixed: - Fairies: For a suspect ladder team you'd think I'd be better against these guys, but nah, Clefable can completely shut me down (Slowbro is not the best Clef check in the world, I'll just say that) and my Mega Diancie check is uhhh Slowbro lol? I can survive, but it's not ideal. Oh, and don't even get me started on Azumarill, who I basically just sacrifice mons to. - VoltTurn: Oh look, balance is super popular and VoltTurn mons like Rotom-W, Landorus-T, and Mag are really common, and they check the mon I'm building around! BRB I'm going to make myself obnoxiously weak to this strategy. - Stall: I can outplay this match-up, but it requires really sound execution. - Mega Pinsir: I have literally not seen a single one of these, but lol. These flaws haven't been crippling because I am a prodigy they can be played around to various degrees and I have four Pokemon that are really frightening win-cons on their own, which gives me tremendous in-game flexibility. I feel like the build is just a little flabby, meaning that I'm not quite making efficient use of my team slots. I've been stuck on what exactly I should be shifting around. Suggestions welcome etc. As for Band Scizor I ran him with a few different builds and just found him to be a liiiittle too slow and too frail (or perhaps easy to wear down) than I would have liked, and while the advantages I mentioned were there, I just found it to be iffy on the whole. Oh well not every idea can take off. ;( |
So I was considering building around Sheer Force Gatr earlier, but I was preoccupied with other things and forgot about it until now. This thread needs more love so I thought that I’d see what you good people think that I should do.
http://pldh.net/media/pokemon/gen5/blackwhite_animated_front/160.gif Feraligatr @ Life Orb Ability: Sheer Force EVs: 4 HP / 252 Atk / 252 Spe Adamant Nature - Dragon Dance - Waterfall - Ice Punch - Crunch Crunch is there simply because Mega/non Mega Slowbro is one of the most common things people will switch into Gatr, and any amount of damage I can get off of him is appreciated. I opted for an adamant nature because honestly jolly is just so underwhelming, even after a boost. Gatr has no way to break bulky waters, so any suggestions for a partner that helps out there would be gladly appreciated. I was also considering some sort of SD+ Baton Pass Celebi but in hindsight that sounds like a very horrible idea. Ferrothorn is also a problem since I do not plan to run Superpower, and I am considering running Spikes in conjunction with Stealth Rock to soften things up for my guy. |
specs zone sounds cool since it can deal with bulky waters and also kill ferro, scizor etc. all you need now is 25 counters for croagunk ;]
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I hate to be that guy, but is it superior to MGyara to warrant its use? Unless you're using another mega but yeah just something to think about.
Anyway as its slow Tailwind support might not go amiss. Tornadus-I can probs set up rain too which would probs be really fun to play with to help it wreck even more. Sheer Force LO Gatr Waterfalls in rain with Tail Wind Support! Sounds scary and good lol. I agree with Mag being a good partner too. |
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m-diancie and m-scizor are still annoying but these pokes are always difficult to defend against on teams like yours but it's possible to play around them, you could try the 252/160/96+ spread on Clefable to take moonblasts better, since Slowbro can take on lopunny. mega gyara might become more annoying if you do that, though m-diancie has to carry hp fire and predict correctly to beat scizor too, so maybe it isnt that bad a weak |
There isnt much to really do with your team anti. I would suggest a ground type over Keld since that appears to be the most replaceable member of your team. Something that might be interesting is Krookodile. Yeah i know its not something you'd usually use but hear me out. It can psuedo check Bisharp still and you can scarf it if you want and rack up Moxie boost Knock off sweeps late game, can even pursuit shit like Celebi if you're feeling frisky which helps bro obv. Scarf or CB or w/e lol. It helps slightly vs volt turn too as in can block volt switches from stuff like Mag and Manectric and i guess from rotom but not really lol.
100% agree with Taunt on Heatran. Then you could either run TrapTran/Taunt+Toxic to lure in shit like Chansey for megabro thus improving your match up against stall whilst also beating fairies better than your current set does. |
I don't exactly have a team in mind or anything, its just that recently i've fallen in love with a few pokes and i was curious to see if anyone could come up with a team that could make them work together.
Lately i've been really enjoying the combo of Mew and Porygon2 in my teams but beyond that i can seem to put something together that flows well. My typical set up for the two pokes seems pretty standard i think Mew @ Leftovers Defog Will-O-Wisp Soft Boiled Knock Off Porygon2 @ Eviolite Thunderbolt/Tri-Attack Ice Beam Toxic Recover I've also been enjoying Umbreon a lot lately but it doesn't need to be in the team. I'm looking for something OU related and really i'm just looking to hear about some teams that might be able to fight the above two pokes in them. |
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Im not sure what the next move would be cos of it obs ruining the synergy. Id probs replace Keld (as i said earlier) and Torn. Those are definitely the weak links here. Krook is doing really well over Keld as it checks stuff like Manectric and softens up bros countes, i.e Celebi etc so its working really well. Quote:
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will definitely toss on krook and see how it goes, but i really like the suggestion. also quirky and hopefully decently viable :p ginger elf in da building gotta disagree on torn-t tho, if the version u battled yoshi with is what u playtested, then yeah torn is gonna suck because air slash is just terrible lol. hurricane misses suck but i'd rather roll the dice on it then consistently *never do any damage*. anyway, torn-t is great for grass-types that come in on big bro and unlike heatran, it actually applies pressure to my opponent, and its utility is simply fantastic. gotta say i've had a different playtest exp than u w this one haha. as for alt it's def a problem. my phys def evs let it come in on return somewhat reliably at full health (28% chance to 2hko with max atk adamant) but it is admittedly shaky at best. even so, altaria is decently easy to pressure though it does restrict my play a lot since keld and lati become major liabilities until it's weakened or killed. i've actually struggled more with mega diancie but same difference lol, usually just sack slowbro to get a scald hit on it and then RK with torn t. often tries to bounce sr back but gets hit with ep from tran. anyway, krook doesn't help with this so much but uhhh i could drop hp fire for psyshock on the lati so i can peed tie diancie and at least put some pressure on altaria. might just be a weakness i have to accept, and hopefully the return of metagross (who btw is a pain, slowbro or not) will lessen those mons' usage. hehe :x |
Hey guys, I'd like to create a doubles rain team with Kabutops as one of my sweepers. However I don't know which Pokemon is best suited for setting up rain and what good abilities besides Swift Swim really take advantage of rain.
Kabutops @ Life Orb Ability: Swift Swim EVs: 252 Atk / 4 Def / 252 Speed Jolly Nature - Waterfall - Stone Edge - Aqua Jet - Protect |
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Politoed @ Leftovers Ability: Drizzle EVs: 252 HP / 252 Def / 4 SpD Bold Nature - Scald - Encore/Icy Wind - Encore/Perish Song - Protect It's a good idea to have a backup rain maker. Lotta Pokemon can learn Rain Dance, but maybe you could try like Pranskter Thundurus or something, idk. Other Swift Swim/Rain abusers include Mega Swampert, Kingdra, Ludicolo, etc. You'll also probably wanna put in something like Amoongus to keep Grass and Electric attacks off of your Water types, or a more offensive Grass type to directly deal with them, like Mega Venusaur, Breloom, Celebi, etc. And Rock Slide > Stone Edge on Kabutops because doubles. |
Thundurus sounds like fun. I'll give it a go along with Politoed and maybe Mega Swampert. Are Damp Rocks unnecessary since Double Battles go by faster? And will the reduced spread damage of Rock Slide hinder Kabutops?
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I'm not sure if Damp Rock is as vital in doubles as it is in singles, but it's still something to consider putting on anyway. As for Rock Slide, mainly what you're hitting with it is stuff like Mega Zard Y and Talonflame, who die if a rock looks at them the wrong way. Most everything else can be dealt with by rain boosted Water STABS. Rock Slide's also a bit more accurate and has a flinch chance, so it makes up for the reduced base power.
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So, I'm not very good at building teams, but it's not bad to try, right? I just want to know if my team is good as it is or could use little to lots of working on. Here I go:
Thundurus (M) @ Leftovers Ability: Prankster EVs: 4 Def / 252 SpA / 252 Spe Timid Nature - Thunder Wave - Taunt - Hidden Power [Ice] - Volt Switch Sylveon @ Leftovers Ability: Pixilate EVs: 248 HP / 252 Def / 8 SpA Bold Nature - Baton Pass - Wish - Hyper Voice - Calm Mind Gallade (M) @ Galladite Ability: Steadfast EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Swords Dance - Knock Off - Drain Punch - Protect Ferrothorn @ Rocky Helmet Ability: Iron Barbs EVs: 252 HP / 88 Def / 168 SpD Relaxed Nature - Spikes - Gyro Ball - Leech Seed - Thunder Wave Gothitelle @ Leftovers Ability: Shadow Tag EVs: 248 HP / 8 Def / 252 SpD Calm Nature - Psychic - Calm Mind - Rest - Heal Bell Jirachi @ Choice Scarf Ability: Serene Grace EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Iron Head - U-turn - Ice Punch - Trick That's my team. If someone would like to make suggestions on my team, then that'd be great. Thanks |
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Gothitelle is meant to be a trapper, eliminating counters that the team comes across, so I don't think it's cut out for support: -Psychic/Psyshock -Hidden Power (Fire)/Calm Mind -Trick -Rest Nature: Timid EVs: 80 HP/176 SAtk/252 Spe Item: Choice Scarf Ability: Shadow Tag or -Psychic/Psyshock -Thunderbolt/Energy Ball -Hidden Power (Fire) -Trick Nature: Modest EVs: 168 HP/252 SAtk/88 Spe Item: Choice Specs Ability: Shadow Tag In that case, give Heal Bell to Sylveon. Even though Protect allows Gallade to Mega Evolve safely, it's not worth it because it needs the third slot for STAB Zen Headbutt. Without it, it gets walled by Fairies. Close Combat is also preferred over Drain Punch, as it packs more raw power, something Drain Punch lacks: -Swords Dance -Close Combat -Zen Headbutt -Knock Off Nature: Jolly EVs: 4 HP/252 Atk/252 Spe Item: Galladite Gyro Ball and Thunder Wave don't mesh well together on Ferrothorn, because the former gets stronger the slower Ferrothorn is than the opponent, while the latter slows down the opponent to be about as slow as Ferrothorn itself, weakening Gyro Ball's power significantly. Drop either one of them for Power Whip (for a secondary STAB) or Protect (to stall for extra Leech Seed/Leftovers recovery). Bisharp is also an excellent partner to Mega Gallade because it can get rid of the Ghost and Psychic Pokemon that plague it: -Knock Off -Iron Head -Sucker Punch -Swords Dance/Pursuit Nature: Adamant/Jolly EVs: 252 Atk/4 Def/252 Spe or 252 Atk/52 SDef/204 Spe Item: Life Orb/Black Glasses/Dread Plate Ability: Defiant or -Knock Off -Iron Head -Sucker Punch -Pursuit Nature: Adamant EVs: 192 HP/220 Atk/96 Spe Item: Assault Vest Ability Defiant |
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So, I also have my own idea I want some help with. I am in a big team-building rut but have really been intrigued by Klefki lately: http://www.pkparaiso.com/imagenes/xy/sprites/animados/klefki.gif Klefki @ Leftovers Ability: Prankster EVs: 248 HP / 100 Def / 160 SpD Careful Nature - Spikes - Thunder Wave - Play Rough - Magnet Rise / Toxic Basically, in large part because of the ridiculous power creep of some top megas (glad we didn't ban Metagross!!!!), the metagame has gotten fairly bulky. A lot of popular balance mons like Heatran, Hippowdon, Slowbro, and especially Ferrothorn are ground-bound, making Spikes a very legitimate option to wear them down. Klefki has a nice match-up against [email protected], the most common Defoggers, while Magnet Rise can let Excadrill wear itself down with Life Orb recoil. Starmie can be Pursuited or lured, and defensive Defoggers' passivity can be taken advantage of in the remaining 5 team slots. (I want this team to be bulky offense, so fairly aggressive.) Meanwhile, Klefki eases team-building by providing a safety valve against dangerous set-up sweepers (and Metagross, lol) as well as a nice switch into Fairies, though it has to tread carefully. Steel/Fairy is excellent defensive typing and covering so much while simultaneously executing a strategy makes Klefki appeal a lot to me. Also, it's super unique and sounded cool. The EVs always avoid a 2HKO from Mega Gardevoir's Focus Blast, and the rest are tossed into physical defense to take Psyshock from [email protected] better. I'll mess with them more later. In terms of partners, I thought it might be cool to pair it with: http://www.pkparaiso.com/imagenes/xy/sprites/animados/charizard-megax.gif Charizard @ Charizardite X Ability: Blaze EVs: 72 HP / 252 Atk / 184 Spe Jolly Nature - Dragon Dance / Earthquake - Flare Blitz - Dragon Claw - Roost / Earthquake Zard-X seems like it's constantly underrated, so I thought he'd be cool to try out. Hippowdon, Slowbro, Rhyperior, Mega Altaria, Mega Diancie, etc. all really do not like Spikes (which will of course be paired with SR). The EVs outspeed Scarf Landorus-T (and Scarf Exca too I guess) after a DD. This mon is very self-explanatory. And now I've hit a snag in building. Lots of mons have come to mind - Weavile seems like a really cool offensive partner for Zard while bulky SR Garchomp completes the hazards core and further helps with Exca - but it's all somewhat embryonic. Also, Zard pretty much requires a Spinner - and not a Defogger given Spikes - so that's a bit of a strain. Hit me up with ideas. :) |
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