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Achieving Greatness [Platinum]

Silent Storm

Achieving Perfection
  • 199
    Posts
    18
    Years
    For a while now I have been battling on WiFi and Shoddy, more on WiFi because I like animations and I don't mess up as much.

    Anyways, I have many teams I battle with, some are for fun, some are for clan testing (for a clan I own on Serebii) but there is one team that I use that has netted me the most wins so far. In the beginning I just thought up the team within ten minutes and then went to test it on Shoddy, obviously I didn't do well cause it was just a random team I can up with, now after a few losses I decided to review the team over and was suprised when I had completed it.

    I personally don't know what to call this team, so I will just say it is a balance team, with walls and Pokemon that support each other, I know that this team is not the best and there could be a weakness I haven't found yet.

    Now onto the team.

    - Standard Rules
    - WiFi/Shoddy


    Team Overview

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    *image removed*​

    • Wukong | Infernape
    • Ability: Blaze
    • Item: Focus Sash
    • Nature: Naive (+Spe, -Sp.Def)
    • EVs: 4 HP | 252 Sp.Atk | 252 Spe
    • Move Set Breakdown:
      • Vacuum Wave: Works with Endeavor for maximum effect, when I bring the opposing Pokemon's HP down to 1, I finish them off with Vacuum Wave
      • Endeavor: I love Endeavor, as it helps me deal with opposing threats that are not ghosts, if they are faster than me, then I usually use this move first then use Vacuum Wave
      • Stealth Rock: After much testing, I came to the conclusion that I lacked a Stealth Rock Pokemon, Weavile was not really helping so I decided to convert my Infernape to an anti lead version.
      • Fire Blast: The STAB fire move for Infernape, helps me deal with Skarmory and Bronzong leads, but I am leaning more towards Flamethrower because of accuracy.
    • Description: My leading Pokemon, credits to Legacy Raider for revealing it to me when he helped me with the team, seeing as Weavile has not really helped my team, I decided to move him to substitutes, Infernape beats the likes of Bronzong or scares it away, which enables me to set up Stealth Rock, the EVs are so I can out speed most threats and hit them hard, sometimes KOing them, its a unusal set one paper, but works in battle.
    • Team Work: Rather simple, this guy helps my team by setting up Stealth Rock so others can sweep more easily, I usually switch out once he has filled my purpose so I can save him for steel type Pokemon, quite risky, but it has worked.
    *image removed*​

    • Stardust| Salamence
    • Ability: Intimidate
    • Item: Life Orb
    • Nature: Naive (+Spe, -Sp.Def)
    • EVs: 80 Atk l 252 Sp.Atk l 176 Spe
    • Move Set Breakdown:
      • Draco Meteor: This in combination with Outrage, Earthquake and Flamethrower destroys walls like no tomorrow.
      • Outrage: A deadly move on Salamence. F - smashes anything that doesn't resist it, as unfortunate as locking myself in it is, it always causes severe damage with Life Orb.
      • Earthquake: Damages all the steel Pokemon who wall this set, except for Bronzong and Skarmory. Provides a good deal of coverage as it hits ground, fire and rock types.
      • Flamethrower: This is to take out Steel Pokemon like Skarmory and Metagross, Flamethrower over Fire Blast for accuracy.
    • Description: Credits to RaikouLover for the set, I personally think this is the best Salamence you can get as it destroys walls with ease, nothing really to say, the addition of Outrage ha basically made Salamence one menacing behemoth, great addition to my team.
    • Team Work: I like the fact that Salamence has outrage, he acts as a wall destroyer, overall sweeper for this team, it is important that Infernape gets Stealth Rock down so Salamence can sweep more easily with his double STAB moves as well as Earthquake and Flamethrower for delicious coverage.
    *image removed*​

    • Oversoul| Heatran
    • Ability: Flash Fire
    • Item: Choice Scarf
    • Nature: Naive (+Spe, -Sp.Def)
    • EVs: 4 Atk l 252 Sp.Atk l 252 Spe
    • Move Set Breakdown:
      • Flamethrower: STAB Fire Blast completely destroys Steels and most importantly, Skymin, as well as Grass Pokemon if my opponent is silly enough to leave them in.
      • Hidden Power <Ice>: What is this, HP Grass Heatran, this is here so I can finish off those Swamperts that have been giving me trouble.
      • Earth Power: Special Earthquake, everyone knows why this is ere, so I can compete against other Heatrans that use Choice Specs or against Fire types like Infernape.
      • Explosion: Last resort move, when my team is weakened and I need to take something out, Explosion does that for me.
    • Description: Ever since the day I saw Heatran, i have always wanted to use him on one of my teams, in terms of power, Heatran fits nicely onto my team as I am able to take out Skymin along with other threats, most of the time he takes out one Pokemon, maybe two if he is lucky, all in all, I like him and is a good addition to my team.
    • Team Work: I don't have a good Scizor counter, seeing as Scizor packs Superpower now, switching in is risky, nonetheless this still a great Pokemon to have on my team as I lacked speed, has good resistances and just overall helps my team out against faster threats.
    *image removed*​

    • Solaris| Zapdos
    • Ability: Pressure
    • Item: Life Orb
    • Nature: Timid (+Spe, -Atk)
    • EVs: 4 HP | 252 Sp.Atk |252 Spe
    • Move Set Breakdown:
      • Heat Wave: Nice addition to my pokemon, as now not even steel type Pokemon are safe from his carnage.
      • Thunderbolt/Discharge: Zapdos is nothing without this moves, STAB Life Orb Thunderbol/Discharge is nothing to laugh at.
      • Hidden Power <Grass>: Hello Swampert, good bye Swampert, as I lack a good Swampert killer, this proves rather useful.
      • Roost: With Zapdos excellent coverage, along with his good defenses, Roost makes him very hard to kill off.
    • Description: Ah the face of my opponent when Zapdos has killed his Steel Pokemon, Swampert and friends, nothing can match it, Zapdos got a nice little improvement with the advent of Platinum, now having the power to kill steel Pokemon.
    • Team Work: Its great that Zapdos got Heat Wave, because having a Grass, Fire and Thunder move with recovery is just great, he can take out Swampert, steel Pokemon and anything else I can't remember at the moment, great Pokemon.

    • Wraith | Vaporeon
    • Ability: Water Absorb
    • Item: Leftovers
    • Nature: Bold (+Def, -Atk)
    • EVs: 252 HP | 216 Def | 32 Sp.Def | 8 Spe
    • Move Set Breakdown:
      • Wish: Provides healing support for my team, thus increasing their survivability
      • Surf: My attacking move #1, helps me take out the the fire Pokemon like Infernape that threaten me.
      • Hidden Power <Electric>: Attacking move #2, so Vaporeon is not restricted to hitting one type for super effective damage.
      • Protect: Helps heal Vaporeon whilefinding out what my opponent is about to do.
    • Description: Makes you wonder why I have not used Vaporeon yet, Vaporeon provides great support to my team, increase their lifespan in battle and just overall a great Pokemon.
    • Team Work: It doesn't get anymore obvious than this, use him heal my members with Wish, cover some threats towards my team, scout out what they are about to do with Protect, standard.
    *image removed*


    • Metallica | Metagross
    • Ability: Clear Body
    • Item: Lum Berry
    • Nature: Adamant (+Atk, -Sp.Atk)
    • EVs: 252 HP | 244 Atk | 8 Spe
    • Move Set Breakdown:
      • Bullet Punch: Self explanatory really, in terms of power, Meteor Mash is better, but when I think about, i would rather be able to hit first most of the time, I might change though.
      • Earthquake: Earthquake isquite common on Metagross, which is good considering I can hopefully catch fire types and Heatran on a switch.
      • Explosion: Once Metagross has finished doing what he needs to do, I normally decide to end it with Explosion that most likely kill or leave a nice dent in what he is up against
      • Pursuit: Once psychics that would otherwise harm my team are trapped by Metagross, Meta delivers the finishing blow with pursuit.
    • Description: "Where would I be without Metagross" is what I ask myself every time he has saved my ass, Metagross is a brilliant attacking force that can dish out blows while covering my team from the likes of Starmie.
    • Team Work: As you already know,Metagross covers my team from Starmie, Gengar and any other psychic that can't touch him and is trapped once I switch into them, however I am ****ed if they are carrying Hidden Power Fire, but isn't the case 99% of the time so I need not worry.
    ----------------------------------------------------------------------

    Credits:

    For the format: Zema
    For the sprites: Pokesho

    So here is my team, love, hate, rate or copy, I spent quite a while on this getting the pictures to load perfectly and other stuff so at the very least I expect at least one person to leave a comment, and please know what you are talking about. ^_^
     
    Last edited:
    Solid team.

    Thunderbolt > Discharge on Zapdos. It's an offensive set for a reason =p (Besides, your team doesn't really take advantage of para support at all, so Tbolt is superior here for sure).

    The big weakness is probably Mamoswine though, switching into that will be a pain for sure. Heatran can revenge kill it and all, but revenging hit and run pokemon isn't really saying much.

    Other than that though, it looks pretty nice. Solid offenses (though I won't lie, I don't know what the hell you're going to do if Cresselia shows up and isn't packing Resttalk garbage but Thunder Wave) and decent enough defenses. I dunno, I actually kind of like Celebi >>> Zapdos here (though it's not necessary really) to do the whole CELETRAN + DRAGON + BULKY WATER thing but it doesn't really matter lol.
     
    i'd be a little concerned on how you plan on taking on kingdra. metagross seems like your only solution while vaporeon is limited on what it can do.
     
    I see a BIG flaw in your FEAR Infernape. As soon as you set up rocks (assuming you can) then they will reduce you to one HP. So you use Endevour. Then what? They'll knock you out and you'd lose a member of your team. However, it's type coverage is shared by Meta, Tran, Mence and Zapdos. So switching it out would be a waste. Another flaw in your FEAR stratagy. No-one will see it coming on an Ape, I think, but have you ever stopped to think that your ape is too fast to be an effective FEAR user? I'm serious. Too much speed. You'd end up using Endeavour before they can kick your ass down to your sash. Then you'd be in the same situation as before. The other guy might have 1HP, but he'd still have done his job (if it had one), like setting up SR or something, provided whoever you switch in does not outspeed it. Gah, what I mean to say is that you may want to consider a lead that might survive. That's just me.
     
    I see a BIG flaw in your FEAR Infernape. As soon as you set up rocks (assuming you can) then they will reduce you to one HP. So you use Endevour. Then what? They'll knock you out and you'd lose a member of your team. However, it's type coverage is shared by Meta, Tran, Mence and Zapdos. So switching it out would be a waste. Another flaw in your FEAR stratagy. No-one will see it coming on an Ape, I think, but have you ever stopped to think that your ape is too fast to be an effective FEAR user? I'm serious. Too much speed. You'd end up using Endeavour before they can kick your ass down to your sash. Then you'd be in the same situation as before. The other guy might have 1HP, but he'd still have done his job (if it had one), like setting up SR or something, provided whoever you switch in does not outspeed it.

    Trust me, the ape lead is very effective.

    If they take you to one hp on the turn you SR and you Endevour next turn, you have pretty much taken a poke down with you. A one hp poke is as good as dead, especially with SR up.

    And if they try to set up (DD or w/e) THEN attack you, they still lose due to sash.


    Gah, what I mean to say is that you may want to consider a lead that might survive. That's just me.

    Suicide leads arnt meant to survive, just get rocks out and then die.




    As for the team, the only BIG problem i can see is a well played Tar, pretty much screws your team up especially DD variants, luckily not many people use DD anymore. CB variants are annoying too, since you have to play a guessing game, with Pursuit, stone edge and crunch whilst having to play to resistances. I mean you can play around it, but yeah something like Scarf Lucario could be used >> scarf tran to revenge it and being resistant to its STAB moves. IIRC jolly scarf luke outpaces neutral mence even after a dd too, so yeah thats up for consideration if foe tar becomes annoying.
     
    Last edited:
    Dark summed up what I was going say, the ape was designed to take on the likes of Gyarados and Salamence if they decide to switch in thinking I will switch out as my last ape lead was walled by them so this also aids in me sorting them out.

    As for Tyranitar, he can be a problem but I have been able to work around him, I might take out Zappy so I can take care of him as well as the stuff Zappy handles.

    Kingdra is also a problem, but during the beta stages of this team, I had the problems with Starmie, so Metagross helped with that and also is helping (sorta) with Kingra.
     
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