Guess what?!.. yep another rate 'my' team thread blahhh~~

ultima2096

~baka baka
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    Years
    I was about to reply to a thread with, but decided it wasn't worth getting yelled at for being a 'MR. OFFTOPIC'
    two things, can someone explain what a skarmbliss combo is :knockedou!!
    and how usefull are stat raising moves such as calm mind, i cant bring myself to teach them to my pokes, it feels like im wasting valuable variety in offensive power.

    This is the team im building, but im not entirely happy with it.. so any advice for his royal bakaness would be much appreciated :P

    I'll try and not make it look to boring :)

    ESPEON
    Timid
    Syncronise
    Flame Orb
    Morning Sun
    Psychic
    Shadow ball
    Sunny Day

    HP:6, DEF:252, SPEED:252

    SCIZOR
    Jolly
    Swarm
    Silver Powder
    X-scissor
    U-Turn
    Iron Head
    Aerial Ace

    HP:6, AT:252, SPEED:252

    FLYGON
    Jolly
    Levitate
    King's Rock
    U-turn
    Earthquake
    Roost
    Dragon Claw

    HP:6, AT:252, SPEED:252

    GENGAR
    Modest
    Levitate
    Bright Powder
    Hypnosis
    Dream Eater
    Explosion/Sludgebomb/Destiny Bond
    Nightshade

    HP:6, Sp.AT:252, SPEED:252

    EMPOLEON
    Calm
    Torrent
    Leftovers
    Brine
    Ice Beam
    Flash Cannon
    Aerial Ace

    HP:252, DEF:6, Sp.DEF:252

    CHARIZARD
    Calm
    Blaze
    Heat Rock
    Flamethrower
    Air Slash
    Sunny Day
    Solarbeam

    HP:132, DEF:252, Sp.DEF:126

    couple of things im not sure if they'll work, but i assume they will. The flame orb + syncronise, should pass the burn onto the opponent as well. Still not to sure on gengar. And scizor will be mainly trained as scyther, due to scyther having a higher speed base stat, and hopefully will make scizor alot faster when it evolves, though some other stuff will be affected.

    Gahhhh, dont be tooo mean.. I'm trying :)
     
    SkarmBliss is a combo using Skarmory to wall Physical attacks and Blissey to wall Special Attacks
     
    are you trying to make espeon a pyshical wall? no, you need to raise its sp.def. speed is ok i guess.
     
    Espeon is rather interesting.. You should really give it EV's in special attack instead of defense. Flame Orb doesn't seems worth it to just get your opponent burned everytime Espeon is summoned. You have 2 Sunny Day pokemon on your team. It would be best if you change Espeon moveset to a more offensive side.

    -Psychic
    -Shadow Ball
    -Calm Mind
    -Grass Knot

    It's best if you give it Special Attack effort points over defense. This moveset will unitize it's special attack, along with Calm Mind boosting. Leftovers would be helpful along with it.

    *leaves*
     
    hmmm... why does everyone love grass knot so much? wouldnt having a recovery move such as morning sun or wish be better?
    Is the skarmbliss combo only used in double battles?
     
    the SkarmBliss combo is for single battles only, if it was doubles you would target special attacks at Skarm and Physical and Bliss and the whole thing would be ruined...

    It's about predicting what the opponent is going to use (Special or Physical attacks) and switching to the appropriate wall
     
    Dream Eater Gengar can be completely ruined because of switching out. I'm not a fan of that. Unless you have Mean Look.
     
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    two things, can someone explain what a skarmbliss combo is
    :knockedou!!

    Just what it sounds like. It's a Pokemon combo involving Skarmory and Blissey that was invented way back in the GSC era. Skarmory is the best physical wall and Blissey is the best special wall. Together, they can wall many physical AND special attacks in the game.

    and how usefull are stat raising moves such as calm mind, i cant bring myself to teach them to my pokes, it feels like im wasting valuable variety in offensive power.

    Stat-boosting moves can be VERY helpful, but only if you know when to use them.

    Offensive stat boosters like Swords Dance, Dragon Dance, and Nasty Plot can ensure you a win if you use them at the right time and on the right Pokemon. "The right time" usually refers to near the end of the battle, when your opponents have been mostly weakened and are easy to finish off. And by this time, you've already seen all or most of your opponents, so prediction is easier because you know what to expect.
    You can also use these boosters against an opponent that can't handle you or is so scared of you that he will have to switch out, since switching gives you a free turn to do whatever you want.

    Speed boosters (Agility mostly) are mostly really useful in preparing for a specific set, like a Baton Pass set or a Reversal set. Pokemon like Metagross, who have amazing attack but low speed, can also use Agility to help them sweep better.

    You almost never want to use pure defense boosters like Iron Defense or Amnesia. There's no point in boosting only your Defense or only your Special Defense. Critical hits bypass defense boosts and happen more often than you think. Defense boosts are only useful if you are using them in a Baton Pass chain.


    ESPEON
    Timid
    Syncronise
    Leftovers
    Psychic
    Calm Mind
    Substitute
    Baton Pass
    EVs: 196 HP / 122 SDef / 192 Spd


    If a Synchronize Pokemon Burns themself with Flame Orb or Poisons themself with Toxic Orb, the opponent will NOT get statused. Synchronize only works when the opponent uses a status move on you.

    Do NOT use Sunny Day if you do not have at least two of the following things that benefit from the sun: Fire attack, Solarbeam, Chlorophyll ability, or Forecast ability. If you don't, you are just wasting your time. Synthesis, Morning Sun, and Leaf Guard ability don't count since their effects are too insignificant to make a big difference.
    Sunny Day is a risky move and discouraged on most Pokemon simply because Tyranitar and Hippowdon are used by so many people. Simply by switching in, they can erase all of your weather effects and replace it with their own sandstorm. So if you use Sunny Day, they'll switch in, Sandstream instantly overrides Sunny Day, and you'll only heal 1/4th of your health instead of 100% health.

    What Espeon does best is Calm Mind and Baton Pass. Espeon is fast and can quickly pull off a Calm Mind, boosting its already good Special Attack and Special Defense. Baton Pass to any of your other special attackers (Gengar will love you for it). Add in a Substitute for good measure so that you won't get statused and your team mate won't either.


    SCIZOR
    Jolly
    Swarm
    Silver Powder
    X-scissor/U-Turn
    Iron Head
    Agility
    Aerial Ace
    HP:6, AT:252, SPEED:252

    Don't use both X-Scissor and U-Turn. Use one or the other. Agility can go in one of those slots.

    Techinician is the better ability since it takes advantage of your Aerial Ace.


    FLYGON
    Jolly
    Levitate
    Leftovers
    U-turn
    Earthquake
    Roost
    Dragon Claw
    HP:6, AT:252, SPEED:252

    You did a good job of making Flygon stand out from Garchomp by using U-Turn and Roost. But King's Rock is one of those crap items whose effects have such a low chance of happening that you will hardly ever benefit from it.

    GENGAR
    Modest
    Levitate
    Bright Powder
    Hypnosis
    Shadow Ball
    Explosion/Sludgebomb/Destiny Bond
    Thunderbolt
    HP:6, Sp.AT:252, SPEED:252

    The age-old Hypnosis + Dream Eater combo is actually bad. First of all, Hypnosis is too inaccurate to be relied upon for a combo. Besides, the HP healed from Dream Eater won't help much even if you manage to get a supereffective hit. That doesn't mean Hypnosis is a bad move. It's great for Pokemon who can't learn other sleep moves. Just don't use a move that relies on Sleep to go with it. There are much stronger attacks to use when the opponent is sleeping.

    For instance, your Gengar could be doing way more damage with Shadow Ball than it could ever do with Dream Eater.

    In fact, just why doesn't your Gengar know Shadow Ball? With a Ghost type and that awesome Special Attack stat, it's a federal crime not to know it.

    Almost NO Ghost type (besides Sableye) benefits from using Night Shade instead of other attacks. At best, you'll only be doing 100 damage, which is nothing compared to what your other attacks are capable of.
    Think about it. Besides a STABed Shadow Ball, what is another of Gengar's best attacks? If you're thinking of Thunderbolt, you are correct!


    EMPOLEON
    Calm
    Torrent
    Leftovers
    Surf
    Ice Beam
    Grass Knot
    Stealth Rock

    HP:252, DEF:6, Sp.DEF:252

    Ice Beam is the only good attack here.

    You should avoid using Flash Cannon. Steel-type moves aren't that great since they don't provide coverage against many opponents (they are only supereffective against Ice and Rock after all). Steel is also resisted by many different types, including Water, Steel, Fire, and Electric. The only Steels attacks you should be using are those with over 100 power (like Meteor Mash) or those that allow you to strike first (Bullet Punch and Vacuum Wave). Flash Cannon fulfills neither of these categories.

    Aerial Ace is just useless on a special based Empoleon. It won't do much damage. Grass types will take way more damage from Ice Beam and it's so weak that Fighting types won't be OHKOed (not even Heracross).

    Why use Brine when Surf is so much better and far more consistent? With Surf, you don't have to worry about opponent's that are above half health or being able to recover HP.

    Grass Knot is good on many Pokemon who can learn it because it has a high power against a lot of the common heavyweights that you often see.

    50.1kg - 100.0kg: 80 Power

    Starmie *
    Tauros
    Aerodactyl
    Swampert *
    Flygon
    Empoleon
    Grachomp
    Cresselia

    100.1kg - 200.0kg: 100 Power

    Machamp
    Cloyster *
    Mewtwo
    Ursaring
    Donphan *
    Raikou
    Suicune *
    Slaking
    Claydol *
    Milotic *
    Dusknoir

    200.1kg + : 120 power
    Regirock *
    Groudon *
    Kyogre *
    Rhyperior *
    Gyarados
    Lapras *
    Snorlax
    Steelix
    Tyranitar *
    Mamoswine *
    Hippowdon *

    * = Grass weakness

    As you can see, Grass Knot can be as strong as Energy Ball to as strong as a Solarbeam on many popular Pokemon. Plus a lot of them have a Grass weakness, so they'll take even more damage.


    CHARIZARD
    Calm
    Blaze
    Heat Rock
    Flamethrower
    Air Slash
    Sunny Day
    Solarbeam
    HP: 6 HP / 252 SAtk / 252 Spd

    Charizard doesn't even have the right nature or EVs for this sort of set. Why are you trying to make it defensive, when Charizard is all about Speed and offense? Max out its Sp Attack and Speed right away!

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    im pretty glad you explained most the stuff there.. that was very helpfull, thankyou :)
    still dont get what STAB is though :\
    one of the reasons the kings rock was on flygon is so that i wasnt duplicating items on the team, cos i heard alot of people will not battle you if your using the same item repeatedly, i guess that goes for the bright powder aswell.
     
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    im pretty glad you explained most the stuff there.. that was very helpfull, thankyou :)
    still dont get what STAB is though :\

    STAB = Same Type Attack Bonus. A very basic and very important thing that's been around since Pokemon first came out 11 years ago. Any attack that matches your Pokemon's type gets boosted by 50%.

    one of the reasons the kings rock was on flygon is so that i wasnt duplicating items on the team, cos i heard alot of people will not battle you if your using the same item repeatedly, i guess that goes for the bright powder aswell.

    You heard wrong. Most people do not play with Item Clause on.


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