Joe™
2D
- 2
- Posts
- 13
- Years
- Age 38
- Seen Aug 11, 2011
This team is basically a revamp of one that I thought up a few months
back. It was never officially tested, but the synergy is quite good
and it seems pretty stable. There isn't really much else I can say
as far as introductions go, so I'll get right to it.
Changes in bold.
Rotom-H @ Choice Scarf
Timid Nature
252 HP/200 Spe/20 SpD/18 Def
Levitate»
◊ Trick
◊ Flash
◊ Thunder Wave
◊ Confuse Ray/Will-O-Wisp
This is a set I came up with a while back. Pretty standard moveset,
but due to a lack of support moves, the last slot is a bit of a toss up.
Confuse Ray could buy me some extra turns, and W-O-W is really his
last available option. I suppose Pain Split can be considered, as well
as Light Screen and Reflect, but those are pretty meh. HP is maxed
for the best defensive potential, the Spe EV's outspeed all Aerodactyl
(his fastest threat) before the Trick and the rest are dumped to
even out his defenses. His unique typing gives him 7 resistances,
an immunity and only 2 weaknesses, all of which are resisted by...
Breloom @ Toxic Orb
Adamant Nature
252 HP/252 Atk/6 Spe
Poison Heal»
◊ Bulk Up
◊ Substitute
◊ Seed Bomb
◊ Mach Punch
I've always been a fan of Breloom in the BT, so he's making the jump
to B/W. The set is rather simple, dual STAB's and priority with Sub
and Bulk Up for epic boosting, as it allows him to set up on most all
physical attackers, and with Mach Punch he doesn't have to worry
about outspeeding any particular threats. Also, having 2 PKMN that
can recover HP behind a Sub is epic win in the BS.
Bronzong @ Leftovers
Modest Nature
252 HP/130 SpD/128 Def
Levitate»
◊ Substitute
◊ Calm Mind
◊ Iron Defense
◊ Flash Cannon
I hear some of you screaming "Why not Lucario newb!?" and to that
I say, BULK. I don't mind the loss in power, and honestly, I prefer
having a reliable switch-in to take resisted flying types that can ruin
Breloom should the need arise. HP is maxed for the best defensive
potential with the rest distributed evenly in the defenses. Not much
else I can say here really, it all seems pretty self-explanatory to me.
The main problems I can see as of right now are fire types, especially
Volcarona and Moltres, as they resist every attack my sweepers have
and can hit them both for SE damage. Hopefully Rotom is still alive
and can cripple them before they get a chance to cause too many
problems. Bulky waters that carry ice type attacks can be an issue in
the right circumstances as well. Chandelure is quite a pain in the butt
for this team but falls into a category of it's own since it not only
resists my sweepers' attacks, but it's completely immune to Mach
Punch, and his ridiculous SpA stat can give him the chance to break
through 'Zong's Subs.
back. It was never officially tested, but the synergy is quite good
and it seems pretty stable. There isn't really much else I can say
as far as introductions go, so I'll get right to it.
Changes in bold.
Rotom-H @ Choice Scarf
Timid Nature
252 HP/200 Spe/20 SpD/18 Def
Levitate»
◊ Trick
◊ Flash
◊ Thunder Wave
◊ Confuse Ray/Will-O-Wisp
This is a set I came up with a while back. Pretty standard moveset,
but due to a lack of support moves, the last slot is a bit of a toss up.
Confuse Ray could buy me some extra turns, and W-O-W is really his
last available option. I suppose Pain Split can be considered, as well
as Light Screen and Reflect, but those are pretty meh. HP is maxed
for the best defensive potential, the Spe EV's outspeed all Aerodactyl
(his fastest threat) before the Trick and the rest are dumped to
even out his defenses. His unique typing gives him 7 resistances,
an immunity and only 2 weaknesses, all of which are resisted by...
Breloom @ Toxic Orb
Adamant Nature
252 HP/252 Atk/6 Spe
Poison Heal»
◊ Bulk Up
◊ Substitute
◊ Seed Bomb
◊ Mach Punch
I've always been a fan of Breloom in the BT, so he's making the jump
to B/W. The set is rather simple, dual STAB's and priority with Sub
and Bulk Up for epic boosting, as it allows him to set up on most all
physical attackers, and with Mach Punch he doesn't have to worry
about outspeeding any particular threats. Also, having 2 PKMN that
can recover HP behind a Sub is epic win in the BS.
Bronzong @ Leftovers
Modest Nature
252 HP/130 SpD/128 Def
Levitate»
◊ Substitute
◊ Calm Mind
◊ Iron Defense
◊ Flash Cannon
I hear some of you screaming "Why not Lucario newb!?" and to that
I say, BULK. I don't mind the loss in power, and honestly, I prefer
having a reliable switch-in to take resisted flying types that can ruin
Breloom should the need arise. HP is maxed for the best defensive
potential with the rest distributed evenly in the defenses. Not much
else I can say here really, it all seems pretty self-explanatory to me.
The main problems I can see as of right now are fire types, especially
Volcarona and Moltres, as they resist every attack my sweepers have
and can hit them both for SE damage. Hopefully Rotom is still alive
and can cripple them before they get a chance to cause too many
problems. Bulky waters that carry ice type attacks can be an issue in
the right circumstances as well. Chandelure is quite a pain in the butt
for this team but falls into a category of it's own since it not only
resists my sweepers' attacks, but it's completely immune to Mach
Punch, and his ridiculous SpA stat can give him the chance to break
through 'Zong's Subs.