(b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~

DonRoyale

Get on my choppa!
  • 1,723
    Posts
    16
    Years
    -is waiting to get my title trolled by Britney and D_A some more ~_~-

    Greetings, everyone;
    As many of you know,
    Platinum's metagame's a freakin' joke.

    Because of this, I've decided to retreat to the less predictable, but more fun waters of D/P WiFi. I've had a lot of fun with this team, so I've decided to post it.

    The Team Overview
    "image removed"*pokemonelite2000 image removed*"image removed""image removed""image removed""image removed"​

    The Team In Detail​

    -The Unexpected, Underrated Lead-
    [PokeCommunity.com] (b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~
    //
    Name: Off!
    Species: Yanmega
    Item: Focus Sash
    Trait: Speed Boost
    Nature: Modest ( + Special Attack, - Attack )
    Stats:
    - HP: 300 ( 0 EV's / 18 IV )
    - Attack: 151 ( 0 EV's / 11 IV )
    - Defense: 199 ( 4 EV's / 21 IV )
    - Special Attack: 346 ( 252 EV's / 14 IV )
    - Special Defense: 117 ( 0 EV's / 0 IV )
    - Speed: 275 ( 252 EV's / 17 IV )
    - Hidden Power: Ground, 42 Power
    Move 1: Air Slash - A STAB'ed 75-power special-attacking Flying-type move, this fits well to KO a lot of Fighting-types whose secondary type threaten Yanmega (such as Infernape). In addition, a 30% chance to flinch an opponent helps, as after 2 Speed Boosts, there isn't much that can outrun this thing. It also works in tandem with Hypnosis to flinch a waking opponent.​

    Move 2: Bug Buzz - A second STAB special-attacking move, this one packs more power than Air Slash at 90 BP, and hits a completely different set of Pokemon, such as Weavile, Azelf, Tyranitar, Tangrowth, and others. This is a good move to KO suicide lead Azelf, as Stealth Rock only hinders Yanmega, who I usually don't switch out.​

    Move 3: Protect - A wonderful move for many reasons. First, it locks Choice Scarf leads into their attacks so I can scout a counter. Second, it offers Yanmega a free Speed Boost in order to get ahead of the Pokémon it's fighting. So, Protect works as a good defensive move for a Pokémon with a myriad of weaknesses like Yanmega.​

    Move 4: Hypnosis - For anything Air Slash and Bug Buzz won't kill, I usually put them to sleep so that I can kill them quietly. The 70% accuracy is shaky, but often times, Yanmega will survive whatever my opponent throws at it, as it will have to get through Yanmega's Focus Sash and past its ever-growing Speed to get past it. Forces many a switch, let me tell you that.​

    Explanation: Yanmega has continued to be not only one of my favorite Pokémon, but also one of my most useful. Though frail, a combination of two widespread STABs that hit the majority of OU leads for at least neutral, and the use of Hypnosis to incapacitate what it doesn't hit for super-effective damage, it can be quite the annoying lead. Focus Sash has been the item of choice due to the fact that so many of my opponents get frustrated with how much they're getting owned by this thing that they throw out their late-game sweepers at this thing just to get past it, and this thing ends up 1-2HKOing them 90% of the time. Though most leads opt for Stealth Rock and the like, I lean more towards an offensive lead, as the defensive leads don't do much other than set up Stealth Rock, and by that time, they've already been KO'd and even Scarf users find it difficult to outrun it after it's gotten some time to destroy the opponent's lead.​

    -The Tank That Fights-
    [PokeCommunity.com] (b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~
    //
    Name: Howzer
    Species: Gliscor
    Item: Life Orb
    Trait: Sand Veil
    Nature: Jolly ( - Special Attack, + Speed )
    Stats:
    - HP: 313 ( 120 EV's, 23 IV)
    - Attack: 245 ( 200 EV's, 0 IV)
    - Defense: 284 ( 0 EV's, 29 IV )
    - Special Attack: 88 ( 0 EV's, 3 IV)
    - Special Defense: 176 ( 0 EV's, 21 IV )
    - Speed: 298 ( 188 EV's, 29 IV)
    - Hidden Power: Dragon, 40 Power
    Move 1: Swords Dance - Swords Dance gives Gliscor's passable Attack stat a beefy boost. Though it has a 0 IV in Attack (=[), the +2 boost opens up a lot of doors for potential KO's. Plus, a lot of people tend to expect the utility Gliscor a lot more than the Swords Dance set. Additionally, it provides a +1 boost if the opponent decides to send something like Salamence or Gyarados out to ruin the fun.​

    Move 2: Earthquake - The most feared move in the game, pretty much, and rightly so. It's Gliscor's most powerful attacking option, hitting 5 of the game's 17 types for super-effective on STABed 100 BP. Ouch.​

    Move 3: Roost - One of Gliscor's greatest assets is its ability to abuse Roost. Repeated attacks and Life Orb recoil tend to annoy Gliscor, so when it gets tired, it sits down, gives it less of an Ice weakness and grants a Rock reisist for the turn while it heals 50% of its health. It helps that Gliscor is fast as well, so it can make use of the type change it buys, and can heal before being picked off by the opponent.​

    Move 4: Ice Fang - Of the three Fang options, I've found Ice Fang to be the most useful as it lets me clip the wings of many Flying-types who feel safe walking into STAB Earthquake. I especially enjoy slapping Salamence, Garchomp and Dragonite in the face with this, as they all easily die to this.​

    Explanation: My favorite Pokémon of all, Gliscor has helped me win many battles. Its ability to be a speedy fighting tank is a title not many Pokémon can hold. In addition, it's being used in a metagame where the majority of physical Pokémon lack the move that caused its disappearance in Platinum: Ice Punch. It can just laugh right in the face of otherwise feared sweepers like Lucario and Heracross (though the latter can pack Ice Punch, it can be switched into easily as most Heracross use Choice items). It fears Ice attacks greatly, but not to the point where it can't fall back on the support of the team to prevent itself from being killed. Blissey soaks up Ice Beam and Blizzard easily, while Metagross shrugs off Ice Punch, Ice Fang, and Ice Shard.​

    -The Wrecking Ball-
    [PokeCommunity.com] (b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~
    //
    Name: BreakStuff
    Species: Metagross
    Item: Choice Band
    Trait: Clear Body
    Nature: Adamant ( + Attack, - Special Attack )
    Stats:
    - HP: 356 ( 252 EV's, 23 IV )
    - Attack: 380 ( 244 EV's, 10 IV )
    - Defense: 269 ( 12 EV's, 1 IV )
    - Special Attack: 194 ( 0 EV's, 21 IV )
    - Special Defense: 209 ( 0 EV's, 24 IV )
    - Speed: 175 ( 0 EV's, 30 IV )
    - Hidden Power: Bug, 36 Power
    Move 1: Explosion - Typically used on Metagross' second time on the field, Explosion is a move that, unless you're a Ghost-type, you're going to be taking some serious damage from. 250 BP on a Choice Band user coming off of 380 Attack? Yeah, ouch.​

    Move 2: Earthquake - With all Choice users, Earthquake is a move put in the set to cover as many types as possible. Earthquake hits 5 types for super-effective damage, so it provides great coverage.​

    Move 3: Thunderpunch - Mostly to deal with the ever-annoying Gyarados, Thunderpunch is a move that covers things that resist Explosion and/or Earthquake (Skarmory and Gengar come to mind immediately).​

    Move 4: Meteor Mash - Metagross' signature move, Meteor Mash is a move that tears through many Pokémon, being a 100 BP, STAB move that murders Pokémon like Tyranitar, Weavile, Mamoswine, and others. As it has STAB, it's almost necessary on a Choice user; you want all the power you can get.​

    Explanation: I have recently started using this with a fair degree of success. Metagross can tank physical hits well and rip through Pokémon one at a time. Prediction on him is key, but he does what his name implies; he breaks stuff.​

    -The Revenge Killer-
    [PokeCommunity.com] (b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~
    //
    Name: Boo
    Species: Gengar
    Item: Choice Scarf
    Trait: Levitate
    Nature: Timid ( - Attack, + Speed )
    Stats:
    - HP: 259 ( 4 EV's, 28 IV )
    - Attack: 128 ( 0 EV's, 8 IV )
    - Defense: 149 ( 0 EV's, 24 IV )
    - Special Attack: 339 ( 252 EV's, 11 IV )
    - Special Defense: 170 ( 0 EV's, 15 IV )
    - Speed: 350 ( 252 EV's, 31 IV )
    - Hidden Power: Ice, 65 Power
    Move 1: Shadow Ball - As a STAB, special-attacking move, I had this or Sludge Bomb as options. Since Shadow Ball is only walled by 3 types, it is the superior option. 80 BP off 339 Special Attack hits a lot of things hard.​

    Move 2: Focus Blast - All three of the types that wall Shadow Ball (Normal, Dark and Steel) are brought down by this move, in addition to Rock and Ice-types. Its accuracy is shaky, but its power as a special-attacking Fighting-type move cannot be ignored at 120 BP.​

    Move 3: Hidden Power (Ice) - It was worth skimming the Lost Tower to find the right Gengar for Hidden Power Ice. It smacks around Dragons who think they can come in and expect me to use Focus Blast and resist it through their Flying typing.​

    Move 4: Thunderbolt - Mostly for Gyarados and Skarmory, this move breaks most bulky waters in the game that otherwise lul by resisting Hidden Power.​

    Explanation: Getting a Gengar with HP Ice was good enough, but I was lucky enough to get one with HP Ice and a 31 Speed IV! How cool is that?​

    Anyway, Gengar's a great revenge killer in D/P, as its attacks cover the majority of threats in the game. It's been a great asset to my team overall, as the majority of it either lacks Speed or has a tough time getting past a certain physical wall.​

    -The Great Wall of Egg-
    [PokeCommunity.com] (b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~
    //
    Name: Scrambler
    Species: Blissey
    Item: Leftovers
    Trait: Natural Cure
    Nature: Calm ( - Attack, + Special Defense )
    Stats:
    - HP: 620 ( 0 EV's, 0 IV )
    - Attack: 33 ( 0 EV's, 12 IV )
    - Defense: 108 ( 252 EV's, 20 IV )
    - Special Attack: 175 ( 80 EV's, 0 IV )
    - Special Defense: 368 ( 176 EV's, 16 IV )
    - Speed: 134 ( 0 EV's, 19 IV )
    - Hidden Power: Flying, 35 Power
    Move 1: Ice Beam - Ice Beam hits a lot of Blissey's switch-ins such as Salamence hard. It also tears a hole in opposing Gliscor who walls a lot of this team.​

    Move 2: Thunder Wave - A move that cripples sweepers, Thunder Wave is extremely useful to shut down opposing threats like Infernape, Gyarados, and Tyranitar, who otherwise pose a problem.​

    Move 3: Softboiled - Blissey's signature form of healing, Softboiled gives Blissey 310 of its HP back, which is more than a lot of OU Pokémon's max health. (This is also taking into account that my Blissey has a 0 HP IV.) A Blissey without recovery is like a Platinum game without Heatran; it just doesn't make sense.​

    Move 4: Seismic Toss - Blissey's indirect form of damage, it helps run over a lot of Pokémon that resist its status and attacks, but have low HP. All in all, an extremely helpful move, period.​

    Explanation: Blissey's role on the team is to provide walling from the special side of the spectrum, as well as absorbing status and dishing out some at the same time. It's great at stopping most of OU's special sweepers (except the mixed ones like Infernape). I have a lot of love for how useful Blissey has been to me time and time again.​

    -The Sandman-
    [PokeCommunity.com] (b^_^)b d(^_^d) (b^_^)b d(^_^d) ... (~' ')~
    //
    Name: Pyre
    Species: Tyranitar
    Item: Life Orb
    Trait: Sand Stream
    Nature: Jolly ( - Special Attack, + Speed )
    Stats:
    - HP: 336 ( 4 EV's, 25 IV )
    - Attack: 362 ( 252 EV's, 26 IV )
    - Defense: 233 ( 0 EV's, 8 IV )
    - Special Attack: 194 ( 0 EV's, 21 IV )
    - Special Defense: 231 ( 0 EV's, 26 IV )
    - Speed: 212 ( 252 EV's, 3 IV )
    - Hidden Power: Bug, 56 Power
    Move 1: Crunch - One of 2 great STAB's at Tyranitar's disposal, Crunch is a great 80 BP physical move that eats Gengar, Azelf, Alakazam, Cresselia and Dusknoir alive. The chance to lower the enemy's Defense, as well as being resisted by only 3 types also helps.​

    Move 2: Stone Edge - The second and more powerful of Tyranitar's two STAB moves, Stone Edge is a great move to have to take the wind out of most Pokémon's wings (or, in the case of Gyarados, gills). It also hits Fire, Ice, and Bug-types hard.​

    Move 3: Earthquake - The coverage that Rock/Ground provides is great, hitting many of the game's Pokémon for super-effective damage. It melts Heatran, smashes Metagross, and kills other Tyranitar as well.​

    Move 4: Dragon Dance - The core of this set, Dragon Dance lets Tyranitar gain a boost to its already blistering Attack stat while gaining a point of Speed as well, to outrun a few of the Pokémon that could otherwise counter it.​

    Explanation: Tyranitar usually comes out late-game when the opponent's counters have been erased by Yanmega, Gliscor, Gengar and Metagross, or crippled by Blissey. Sand Steam support is nice as Gliscor and Metagross love it, Blissey and Gengar don't care, and Yanmega will have been swatted before Tyranitar makes an appearance. The Dragon Dance set is my favorite Tyranitar set to run, as it patches up Tyranitar's otherwise below average Speed. DDTar is a great late-game sweeper.​

    So, let me know what you think, everyone. =]
     
    Last edited:
    One weakness that jumps out to me right away is Mixape. Destroys most of your team with Super-effective hits like CC on Bliss, HP Ice on Gliscor, Flamethrower on Metagross and Yanmega(who probably won't be around once Mixape comes in), and Grass Knot or CC On Tyranitar. I recommend patching that up, as well as looking for a good status abosrber, which your team lacks. This is why I recommend Arometherapy somehwere on Bliss as a cleric.
     
    -is waiting to get my title trolled by Britney and D_A-

    Greetings, everyone;
    As many of you know,
    Platinum's metagame's a freakin' joke.

    Because of this, I've decided to retreat to the less predictable, but more fun waters of D/P WiFi. I've had a lot of fun with this team, so I've decided to post it.

    -The Unexpected, Underrated Lead-
    Name: Off!
    Species: Yanmega
    Item: Focus Sash
    Trait: Speed Boost
    Nature: Modest ( + Special Attack, - Attack )
    Stats:
    - HP: 300 ( 0 EV's / 18 IV )
    - Attack: 151 ( 0 EV's / 11 IV )
    - Defense: 199 ( 4 EV's / 21 IV )
    - Special Attack: 346 ( 252 EV's / 14 IV )
    - Special Defense: 117 ( 0 EV's / 0 IV )
    - Speed: 275 ( 252 EV's / 17 IV )
    - Hidden Power: Ground, 42 Power
    Move 1: Air Slash - A STAB'ed 75-power special-attacking Flying-type move, this fits well to KO a lot of Fighting-types whose secondary type threaten Yanmega (such as Infernape). In addition, a 30% chance to flinch an opponent helps, as after 2 Speed Boosts, there isn't much that can outrun this thing. It also works in tandem with Hypnosis to flinch a waking opponent.​

    Move 2: Bug Buzz - A second STAB special-attacking move, this one packs more power than Air Slash at 90 BP, and hits a completely different set of Pokemon, such as Weavile, Azelf, Tyranitar, Tangrowth, and others. This is a good move to KO suicide lead Azelf, as Stealth Rock only hinders Yanmega, who I usually don't switch out.​

    Move 3: Protect - A wonderful move for many reasons. First, it locks Choice Scarf leads into their attacks so I can scout a counter. Second, it offers Yanmega a free Speed Boost in order to get ahead of the Pokémon it's fighting. So, Protect works as a good defensive move for a Pokémon with a myriad of weaknesses like Yanmega.​

    Move 4: Hypnosis - For anything Air Slash and Bug Buzz won't kill, I usually put them to sleep so that I can kill them quietly. The 70% accuracy is shaky, but often times, Yanmega will survive whatever my opponent throws at it, as it will have to get through Yanmega's Focus Sash and past its ever-growing Speed to get past it. Forces many a switch, let me tell you that.​

    Explanation: Yanmega has continued to be not only one of my favorite Pokémon, but also one of my most useful. Though frail, a combination of two widespread STABs that hit the majority of OU leads for at least neutral, and the use of Hypnosis to incapacitate what it doesn't hit for super-effective damage, it can be quite the annoying lead. Focus Sash has been the item of choice due to the fact that so many of my opponents get frustrated with how much they're getting owned by this thing that they throw out their late-game sweepers at this thing just to get past it, and this thing ends up 1-2HKOing them 90% of the time. Though most leads opt for Stealth Rock and the like, I lean more towards an offensive lead, as the defensive leads don't do much other than set up Stealth Rock, and by that time, they've already been KO'd and even Scarf users find it difficult to outrun it after it's gotten some time to destroy the opponent's lead.​
    Fine.
    You might want to consider Pyschic on that, so it has more use in late game.
    -The Tank That Fights-
    Name: Howzer
    Species: Gliscor
    Item: Life Orb
    Trait: Sand Veil
    Nature: Jolly ( - Special Attack, + Speed )
    Stats:
    - HP: 313 ( 120 EV's, 23 IV)
    - Attack: 245 ( 200 EV's, 0 IV)
    - Defense: 284 ( 0 EV's, 29 IV )
    - Special Attack: 88 ( 0 EV's, 3 IV)
    - Special Defense: 176 ( 0 EV's, 21 IV )
    - Speed: 298 ( 188 EV's, 29 IV)
    - Hidden Power: Dragon, 40 Power
    Move 1: Swords Dance - Swords Dance gives Gliscor's passable Attack stat a beefy boost. Though it has a 0 IV in Attack (=[), the +2 boost opens up a lot of doors for potential KO's. Plus, a lot of people tend to expect the utility Gliscor a lot more than the Swords Dance set. Additionally, it provides a +1 boost if the opponent decides to send something like Salamence or Gyarados out to ruin the fun.​

    Move 2: Earthquake - The most feared move in the game, pretty much, and rightly so. It's Gliscor's most powerful attacking option, hitting 5 of the game's 17 types for super-effective on STABed 100 BP. Ouch.​

    Move 3: Roost - One of Gliscor's greatest assets is its ability to abuse Roost. Repeated attacks and Life Orb recoil tend to annoy Gliscor, so when it gets tired, it sits down, gives it less of an Ice weakness and grants a Rock reisist for the turn while it heals 50% of its health. It helps that Gliscor is fast as well, so it can make use of the type change it buys, and can heal before being picked off by the opponent.​

    Move 4: Ice Fang - Of the three Fang options, I've found Ice Fang to be the most useful as it lets me clip the wings of many Flying-types who feel safe walking into STAB Earthquake. I especially enjoy slapping Salamence, Garchomp and Dragonite in the face with this, as they all easily die to this.​

    Explanation: My favorite Pokémon of all, Gliscor has helped me win many battles. Its ability to be a speedy fighting tank is a title not many Pokémon can hold. In addition, it's being used in a metagame where the majority of physical Pokémon lack the move that caused its disappearance in Platinum: Ice Punch. It can just laugh right in the face of otherwise feared sweepers like Lucario and Heracross (though the latter can pack Ice Punch, it can be switched into easily as most Heracross use Choice items). It fears Ice attacks greatly, but not to the point where it can't fall back on the support of the team to prevent itself from being killed. Blissey soaks up Ice Beam and Blizzard easily, while Metagross shrugs off Ice Punch, Ice Fang, and Ice Shard.​
    Nice.
    It needs watching in certain battle issues, but will cripple.

    -The Wrecking Ball-
    Name: BreakStuff
    Species: Metagross
    Item: Choice Band
    Trait: Clear Body
    Nature: Adamant ( + Attack, - Special Attack )
    Stats:
    - HP: 356 ( 252 EV's, 23 IV )
    - Attack: 380 ( 244 EV's, 10 IV )
    - Defense: 269 ( 12 EV's, 1 IV )
    - Special Attack: 194 ( 0 EV's, 21 IV )
    - Special Defense: 209 ( 0 EV's, 24 IV )
    - Speed: 175 ( 0 EV's, 30 IV )
    - Hidden Power: Bug, 36 Power
    Move 1: Explosion - Typically used on Metagross' second time on the field, Explosion is a move that, unless you're a Ghost-type, you're going to be taking some serious damage from. 250 BP on a Choice Band user coming off of 380 Attack? Yeah, ouch.​

    Move 2: Earthquake - With all Choice users, Earthquake is a move put in the set to cover as many types as possible. Earthquake hits 5 types for super-effective damage, so it provides great coverage.​

    Move 3: Thunderpunch - Mostly to deal with the ever-annoying Gyarados, Thunderpunch is a move that covers things that resist Explosion and/or Earthquake (Skarmory and Gengar come to mind immediately).​

    Move 4: Meteor Mash - Metagross' signature move, Meteor Mash is a move that tears through many Pokémon, being a 100 BP, STAB move that murders Pokémon like Tyranitar, Weavile, Mamoswine, and others. As it has STAB, it's almost necessary on a Choice user; you want all the power you can get.​

    Explanation: I have recently started using this with a fair degree of success. Metagross can tank physical hits well and rip through Pokémon one at a time. Prediction on him is key, but he does what his name implies; he breaks stuff.​
    Exploding Metagross are old, whilst it will do its job, its still old,and isnt always right on Choice Banded Sets, especially in last case issues.
    -The Revenge Killer-
    Name: Boo
    Species: Gengar
    Item: Choice Scarf
    Trait: Levitate
    Nature: Timid ( - Attack, + Speed )
    Stats:
    - HP: 259 ( 4 EV's, 28 IV )
    - Attack: 128 ( 0 EV's, 8 IV )
    - Defense: 149 ( 0 EV's, 24 IV )
    - Special Attack: 339 ( 252 EV's, 11 IV )
    - Special Defense: 170 ( 0 EV's, 15 IV )
    - Speed: 350 ( 252 EV's, 31 IV )
    - Hidden Power: Ice, 65 Power
    Move 1: Shadow Ball - As a STAB, special-attacking move, I had this or Sludge Bomb as options. Since Shadow Ball is only walled by 3 types, it is the superior option. 80 BP off 339 Special Attack hits a lot of things hard.​

    Move 2: Focus Blast - All three of the types that wall Shadow Ball (Normal, Dark and Steel) are brought down by this move, in addition to Rock and Ice-types. Its accuracy is shaky, but its power as a special-attacking Fighting-type move cannot be ignored at 120 BP.​

    Move 3: Hidden Power (Ice) - It was worth skimming the Lost Tower to find the right Gengar for Hidden Power Ice. It smacks around Dragons who think they can come in and expect me to use Focus Blast and resist it through their Flying typing.​

    Move 4: Thunderbolt - Mostly for Gyarados and Skarmory, this move breaks most bulky waters in the game that otherwise lul by resisting Hidden Power.​

    Explanation: Getting a Gengar with HP Ice was good enough, but I was lucky enough to get one with HP Ice and a 31 Speed IV! How cool is that?​
    Standard, no issues here
    Anyway, Gengar's a great revenge killer in D/P, as its attacks cover the majority of threats in the game. It's been a great asset to my team overall, as the majority of it either lacks Speed or has a tough time getting past a certain physical wall.​

    -The Great Wall of Egg-
    Name: Scrambler
    Species: Blissey
    Item: Leftovers
    Trait: Natural Cure
    Nature: Calm ( - Attack, + Special Defense )
    Stats:
    - HP: 620 ( 0 EV's, 0 IV )
    - Attack: 33 ( 0 EV's, 12 IV )
    - Defense: 108 ( 252 EV's, 20 IV )
    - Special Attack: 175 ( 80 EV's, 0 IV )
    - Special Defense: 368 ( 176 EV's, 16 IV )
    - Speed: 134 ( 0 EV's, 19 IV )
    - Hidden Power: Flying, 35 Power
    Move 1: Flamethrower / Ice Beam - The tangent sets I want to use with Blissey are Toxic and Flamethrower / Thunder Wave and Ice Beam. Flamethrower stops Steels not named Heatran from walling my status, and messes around with them. However, Ice Beam may prove useful in order to hit the physical Ground-types and Dragon-types (such as Dugtrio) harder, so I might use it with Toxic anyway.​

    Move 2: Thunder Wave.
    Thunder Wave cripples sweepers

    Move 3: Softboiled - Blissey's signature form of healing, Softboiled gives Blissey 310 of its HP back, which is more than a lot of OU Pokémon's max health. (This is also taking into account that my Blissey has a 0 HP IV.) A Blissey without recovery is like a Platinum game without Heatran; it just doesn't make sense.​

    Move 4: Seismic Toss - Blissey's indirect form of damage, it helps run over a lot of Pokémon that resist its status and attacks, but have low HP. All in all, an extremely helpful move, period.​

    Explanation: Blissey's role on the team is to provide walling from the special side of the spectrum, as well as absorbing status and dishing out some at the same time. It's great at stopping most of OU's special sweepers (except the mixed ones like Infernape). I have a lot of love for how useful Blissey has been to me time and time again.​
    Thunder Wave over Toxic, if a sweeper comes in, Like Mixape, you could cripple it to a speed where one of your other pokemon could OHKO.I would use ice beam, as other types will switch into it unaware
    -The Sandman-
    Name: Pyre
    Species: Tyranitar
    Item: Life Orb
    Trait: Sand Stream
    Nature: Jolly ( - Special Attack, + Speed )
    Stats:
    - HP: 336 ( 4 EV's, 25 IV )
    - Attack: 362 ( 252 EV's, 26 IV )
    - Defense: 233 ( 0 EV's, 8 IV )
    - Special Attack: 194 ( 0 EV's, 21 IV )
    - Special Defense: 231 ( 0 EV's, 26 IV )
    - Speed: 212 ( 252 EV's, 3 IV )
    - Hidden Power: Bug, 56 Power
    Move 1: Crunch - One of 2 great STAB's at Tyranitar's disposal, Crunch is a great 80 BP physical move that eats Gengar, Azelf, Alakazam, Cresselia and Dusknoir alive. The chance to lower the enemy's Defense, as well as being resisted by only 3 types also helps.​

    Move 2: Stone Edge - The second and more powerful of Tyranitar's two STAB moves, Stone Edge is a great move to have to take the wind out of most Pokémon's wings (or, in the case of Gyarados, gills). It also hits Fire, Ice, and Bug-types hard.​

    Move 3: Earthquake - The coverage that Rock/Ground provides is great, hitting many of the game's Pokémon for super-effective damage. It melts Heatran, smashes Metagross, and kills other Tyranitar as well.​

    Move 4: Dragon Dance - The core of this set, Dragon Dance lets Tyranitar gain a boost to its already blistering Attack stat while gaining a point of Speed as well, to outrun a few of the Pokémon that could otherwise counter it.​

    Explanation: Tyranitar usually comes out late-game when the opponent's counters have been erased by Yanmega, Gliscor, Gengar and Metagross, or crippled by Blissey. Sand Steam support is nice as Gliscor and Metagross love it, Blissey and Gengar don't care, and Yanmega will have been swatted before Tyranitar makes an appearance. The Dragon Dance set is my favorite Tyranitar set to run, as it patches up Tyranitar's otherwise below average Speed. DDTar is a great late-game sweeper.​
    Standard DD Ttar, no issues.
    So, let me know what you think, everyone. =]




    Comments in bold, I will say you have a Mixape weakness.
     
    Last edited:
    Alex a CB Gross without explosion, will not do much late game...

    Zen Headbutt on something like Metagross makes me giggle. It offers little to no coverage that MM and TPunch don't already offer. I'd keep explosion > Zen always.

    Any way onto the rate!

    You have some Pretty crappy IV's on your gross and gliscor, just a quick note, you might want to consider re breeding them.

    DDTtar is amazing, I simply love him, after a couple DD's it outspeeds a lot of things, although you won't get many chances to DD unless you come in on a Scarf user or something to that nature. If you don't want Gliscor to wall you to lords end, I'd go with Ice Beam on your DDTTar, or Ice Fang for the matter, you can put that > Stone edge or EQ.

    Blissey with Flamethrower is pretty fail. Your only covering Metagross and Lucarios mainly, and to be quite honest, you won't KO and leaving it in on either of them 2 is going to get you KO'ed pretty fast. Go Ice Beam so you can OHKO drags and the occasional other things such as Torterra etc.

    Most of it looks pretty good though.

    Your pretty MixApe and MixMence weak, unless of course you throw some ice hits on your team. Once you Gar gets pursuit trapped, your pretty dead from either of the 2.
     
    Alex a CB Gross without explosion, will not do much late game...

    Zen Headbutt on something like Metagross makes me giggle. It offers little to no coverage that MM and TPunch don't already offer. I'd keep explosion > Zen always.

    You have some Pretty crappy IV's on your gross and gliscor, just a quick note, you might want to consider re breeding them.

    Perhaps, but the defensive EV's on Gliscor are worth it IMO. If Metagross becomes an issue, I'll re-breed it.

    DDTtar is amazing, I simply love him, after a couple DD's it outspeeds a lot of things, although you won't get many chances to DD unless you come in on a Scarf user or something to that nature. If you don't want Gliscor to wall you to lords end, I'd go with Ice Beam on your DDTTar, or Ice Fang for the matter, you can put that > Stone edge or EQ.

    If given similar advice by another member, I will. Until then, I don't see much of the point in doing so.

    Blissey with Flamethrower is pretty fail. Your only covering Metagross and Lucarios mainly, and to be quite honest, you won't KO and leaving it in on either of them 2 is going to get you KO'ed pretty fast. Go Ice Beam so you can OHKO drags and the occasional other things such as Torterra etc.

    Done.

    Your pretty MixApe and MixMence weak, unless of course you throw some ice hits on your team. Once you Gar gets pursuit trapped, your pretty dead from either of the 2.

    Yanmega > Mixape.

    Mixmence poses a problem, but Gliscor and Blissey can put a dent in it. As well, if all else fails, Gross can blow up on it. :#
     
    Focus Sash is a no no on Yanmega when you have sandstorm, Fake Out, and priorty attacks running around. Instead, Wise Glasses or Life Orb.
     
    Name one lead in popular rotation in standard play that carries Fake Out, the ability Sand Stream, or a priority attack.

    Because Hippowdon is lulz, and Tyranitar is often saved for late-game.

    If it becomes a problem, I'll test each to see how they perform. For now, Sash stays because of how useful I've found it.
     
    Name one lead in popular rotation in standard play that carries Fake Out, the ability Sand Stream, or a priority attack.

    Because Hippowdon is lulz, and Tyranitar is often saved for late-game.

    If it becomes a problem, I'll test each to see how they perform. For now, Sash stays because of how useful I've found it.
    Metagross.
    Tyranitar is also used as a lead a lot.
    Infernape
    And probably some more.

    I'd prefer putting HP ground, on Yanmega, over Hypnosis or Protect.
    You'll put a dent in Heatran, Metagross, and Magnezone faster.
     
    Metagross is the only one of those that I'll bank on. Tyranitar can be a lead, sure, but honestly, I hardly EVER see him leading.

    Infernape with Mach Punch or Fake Out are RARE. Mixape is the preferrable set for most people.

    With 42 BP, I doubt HP Ground will have much use. Besides, Heatran and Magnezone are dealt with through the rest of the team. Metagross will take more damage from Bug Buzz.
     
    Infernape with Mach Punch or Fake Out are RARE.

    I disagree, the amount of SR/Fake Out/Fire Blast/<Filler> sash/Lum ape's ive seen whilst laddering is scary, then there's those Endevour/Vacuum Wave/SR/Fire Blast ones which are common too. Ive seen some on wifi too actually so you are not safe there either =p.

    There are a few fake out leads actually anyway, including weavile etc..

    My gripe with Yanmega is that it puts one poke to sleep then kinda does nothing and gets walled, even by sweepers lol


    Anyway, since this is an offensive team its almost a given that you need Stealth Rock on something. (4/6 of your pokes can learn it, so i was thinking making either Tar, Glis or Meta support and then you could put something more useful >> Yanmega).

    But in all honesty, with iv's like that i hope you will be rebreeding they are horrific (not to be mean) T_T_T_T_T_T <---now you have made Claydol upset xp.


    I also assume that you will be banning Plat moves when battling on wifi ? Because some people do actually "have trade backs" from platinum, so that means you may actually come across BP Scizors, Outrage mence's and Kingdra's etc on wifi, something to consider =3, unless, as said you plan to ban plat stuff when playing on wifi.
     
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    Yeah, Wise Glasses or Life Orb are your best bet, and HP Ground is never a bad idea, putting a huge dent in Heatran and Magnezone that otherwise Lol at you. Like I said in a previous post, Focus Sash is a No no.
     
    I might try out an Aerodactyl suicide lead over Yanmega, just to see how it works. I've done a lot of good things with it, but you guys seem to want to do nothing but swat my favorite little bug =[

    Aerodactyl @ Focus Sash
    Jolly
    252 Speed / 252 Attack / 4 HP
    -Stealth Rock
    -Taunt
    -Stone Edge
    -Earthquake

    ?
     
    Were not swatting at your bug, just trying to make him better. I just like this Yany set much better.

    Yanmega @ Wise Glasses
    Modest Nature / Speed Boost
    252 Spe / 252 SpA / 6 HP
    - HP [Ground]
    - Bug Buzz
    - Air Slash
    - Protect

    This set is much better, Hypnosis is garbage in Platifail now anyway. Also, Aero is a solid choice lead; he might be of some use. If you still REALLY want Yanmega, you could run a late game sweeper set over another Pokeman.

    Yanmega @ Petaya Berry
    Modest Nature / Tinted Lens
    252 Spe / 252 SpA / 6 HP
    - HP [Ground]
    - Bug Buzz
    - Air Slash
    - Substitute
     
    Platinum changes haven't been made to Wi-fi yet, right? In that case, it would be more viable to go with Hypnosis. I like to run Hypnosis/Protect and two attacks, but that really hinders Mega IMO. You could just drop Protect, I guess.
     
    This is a D/P team. Because D_A and Britney are trollwhores, they changed the title.

    I will test HP Ground > Protect and see how it does. As is, Protect actually doesn't do much, as I've rarely NEEDED to use it.
     
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