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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Old June 8th, 2012 (3:19 AM).
LorBoreD LorBoreD is offline
    Join Date: Jun 2012
    Gender: Male
    Posts: 2
    Hey guys, I currently have a team put together and I'm not sure what adjustments I need to make to it. If anyone could give me their input it would be greatly appreciated.
    My team is as follows:

    1) [email protected] Band
    Lvl. 100
    Nature: Naughty
    Ability: Blaze
    EVs: 4 HP/252 Atk/252 Spd
    Close Combat

    2) [email protected] Bell
    Lvl. 100
    Nature: Hardy
    Ability: Trace
    EVs: 4 HP/252 Spd/252 Sp. Atk.
    Energy Ball
    Shadow Ball

    3) [email protected]
    Lvl. 100
    Nature: Docile
    Ability: Ice Body
    EVs: 4 HP/252 Sp. Def./252 Sp. Atk.

    4) [email protected]???
    Lvl. 68
    Nature: Hardy
    Ability: Serene Grace
    EVs: 52 HP/252 Spd./204 Sp. Atk.
    Air Slash
    Aura Sphere

    5) [email protected] Lens
    Lvl. 74
    Nature: Bold
    Ability: Pressure
    EVs: 4 HP/252 Atk./252 Sp. Def.
    Night Slash
    Ice Punch
    Aerial Ace
    Brick Break

    6) [email protected]
    Lvl. 76
    Nature: Lonely
    Ability: Magnet Pull
    EVs: 52 HP/252 Def/252 Sp. Def.
    Magnet Rise
    Flash Cannon

    I'm trying my best to not use legendaries, but if there is one that is a must have for this team, let me know. Any changes I should make would me appreciated!

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    Old June 8th, 2012 (3:57 AM).
    PlatinumDude's Avatar
    PlatinumDude PlatinumDude is online now
    • Gold Tier
    Join Date: Aug 2010
    Location: Canada
    Age: 23
    Gender: Male
    Nature: Hasty
    Posts: 12,937
    Is this in-game competitive or just competitive in general? And is this a Gen IV team or a Gen V team? This team will be rated assuming it's the latter, and if so, a future post may be made to suit it:

    Earthquake is redundant with Infernape's Fighting STAB. Infernape also has a very wide offensive movepool, and it has better coverage moves than EQ and ThunderPunch on both offensive ends. It's also better with a Speed-boosting nature to make the most out of its high Speed:
    -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

    Gardevoir is outclassed by Pokemon like Reuniclus and Alakazam due to both having Magic Guard to negate passive damage (from Poison, Burn, hail and sandstorm) and Life Orb recoil. It's true that Gardevoir has utility in Trace, but it's still outclassed by both:

    -Substitute/Calm Mind
    -Shadow Ball
    -Focus Blast
    Nature: Timid
    EVs: 4 HP/252 SAtk/252 Spe
    Item: Life Orb/Focus Sash
    Ability: Magic Guard

    -Calm Mind
    -Focus Blast
    Nature: Bold
    EVs: 252 HP/252 Def/4 SDef
    Item: Life Orb/Leftovers
    Ability: Magic Guard

    Outside of Hail, Walrein is seriously mediocre, and has a bad defensive typing that doesn't match well with its good bulk. Assuming this is Gen V, use Cloyster instead because of its ability to really sweep with Shell Smash:
    -Shell Smash
    -Icicle Spear
    -Rock Blast
    -Razor Shell/Hydro Pump
    Nature: Jolly/Naive
    EVs: 4 HP/252 Atk/252 Spe
    Item: White Herb
    Ability: Skill Link

    If this is Gen IV, use Swampert instead because of its better defensive typing:
    -Stealth Rock
    -Ice Beam
    Nature: Relaxed
    EVs: 248 HP/216 Def/52 SDef
    Item: Leftovers

    Togekiss is well-known for being really annoying with paraflinching coupled with Serene Grace:
    -Thunder Wave
    -Air Slash
    -Aura Sphere/Nasty Plot/Substitute
    Nature: Bold/Calm
    EVs: 252 HP/188 Def/68 SDef or 252 HP/4 Def/252 SDef
    Item: Leftovers
    Ability: Serene Grace

    Weavile is rather prone to priority (Scizor's Bullet Punch in particular), but at least you have Magnezone to cover for Steels. A Bold nature wastes away Weavile's excellent Attack, and its Defense is extremely bad. Change the EV spread to 40 HP/252 Atk/216 Spe because firstly, you're not using Weavile's equally good Speed to good effect too. While Weavile's Special Defense is decent, it's still not Weavile's main focus. All Weavile should focus on is hitting things before it gets hit. While Aerial Ace can be used for Heracross, Virizion and Breloom, it doesn't offer much use other than them, so you can use Ice Shard (for priority) or Pursuit (to hit Pokemon switching out) instead. You can also consider Choice Band as Weavile's item.

    Lonely wastes away Magnezone's good Defense. Magnezone has little use for Attack as well, unless it's using Explosion. Lock On + Zap Cannon seems tempting, but it wastes time, since you can just hit the opponent with Thunderbolt or a coverage move:
    -Hidden Power (Fire/Ice)
    -Charge Beam/Flash Cannon
    Nature: Timid
    EVs: 36 HP/252 Atk/220 Spe
    Item: Leftovers/Air Balloon
    Ability: Magnet Pull

    or (in Gen V):
    -Flash Cannon
    -Hidden Power (Fire/Ice)
    -Volt Switch
    Nature: Timid
    EVs: 4 HP/252 SAtk/252 Spe
    Item: Choice Scarf
    Ability: Magnet Pull

    Old June 9th, 2012 (2:22 AM).
    Hikamaru Hikamaru is offline
    • Platinum Tier
    Join Date: Mar 2011
    Location: Australia
    Age: 25
    Gender: Female
    Nature: Quirky
    Posts: 49,786
    PlatinumDude is right, don't use Earthquake on Infernape cos its Fighting attacks already provide enough coverage.

    For Weavile, if you insist on keeping it, try one of these sets:

    Jolly nature
    Life Orb
    EVs: 252 Attack, 4 Sp. Def, 252 Speed
    - Swords Dance
    - Ice Shard / Ice Punch
    - Night Slash
    - Low Kick

    With this set, Ice Punch/Ice Shard and Night Slash serve as your main STAB. Swords Dance can help boost that high Attack stat if you can survive the next hit. Low Kick can help you against heavy opponents. You will need to do a hell lot of breeding to get Ice Punch, Ice Shard can be considered if you need priority since Weavile's strategy is to get the first hit in. Just watch out for Mach Punch users like Conkeldurr and Breloom.

    Or try this one if it's more your taste:

    Jolly nature
    Life Orb / Choice Band
    EVs: 252 Attack, 4 Sp. Def, 252 Speed
    - Pursuit
    - Low Kick
    - Ice Punch / Night Slash
    - Ice Shard

    Like as before, you need to breed to get Ice Punch but Night Slash can also be considered for your main STAB. Pursuit can help you hit hard against switching opponents, Low Kick helps you deal with heavy Steels and Ice Shard is for priority. Make sure Weavile's nature is Jolly cos it needs the Speed stat boost and it doesn't invest in special attacks anyway.

    Weavile's Pressure ability allows you to eat away at your opponents' PP, eventually crippling them by forcing them to Struggle.

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