2Fruit
Aka 2Fruit
- 126
- Posts
- 10
- Years
- Seen Apr 1, 2019
I've always liked Audino for it's design and concept but it's always been considered a lackluster pokemon by the competitive community. I won't say they're wrong, but Just because a pokemon I like is considered bad doesn't mean I won't use it.
The problem is, the other pokemon I felt like using at the time were in OU, so I had to build a team Where Audino is not a liability in a world filled with dragons, genies, and washing machines.
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Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Heal Bell
- Toxic
- Knock Off/Icy Wind
I decided to play to Audino's best niche and strength, it is the only pokemon with wish, heal bell, and regenerator. With max investment, Audino can provide 205 HP to the other pokemon on my team, healing up to 2 thirds of the other members. Heal bell gives it a second toy to play with, removing status.
The big problem with Audino is it's low damage output, letting it be setup upon. Toxic can remedy this to a point, but I'm on the fence for the final move. Knock off is always useful for removing Items, but Icy wind has also proven to work well with the team, As Audino often switches out and lowering the opponent's speed makes checking easier.
The rest of the team
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Thunder Wave
- Knock Off
By now I had decided to go in the direction of a hazard stacking team, gradually wearing down my opponent through long battles. Ferrothorn can provide even move knock off support, in an attempt to take out Opposing Starmies before they rapid spin away. If that fails I have an auxillary defence against rapid spinners.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Clear Smog
- Flamethrower
- Shadow Ball
Chandelure with flash fire can switch in on the fighting type moves Audino despises, the fire type moves that cook ferrothorn, and rapid spin. Clear smog can remedy pokemon thinking they can set up on Audino as it switches out. The other moves give coverage and Allow Chandelure to act as a revenge killer of sorts.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Recover
Starmie removes hazards for my team and counters Keldeo, Heatran, and others. The moveset is fairly explanatory.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Superpower
- Stone Edge
- Earthquake
Tyranitar pursuit traps common defogers and can stomach dark type moves that Slam everyone else for neutral or super effective damage. I can't decide if T-tar should wear a head band or a scarf. Though Tyranitar cannot stop opponents from defoging, it can get a free kill, and I don't really mind, as Ferrothorn usually lives long enough to rebuild the spikes.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Flamethrower
- Solar Beam
- Roost
- Bulldoze
Charizard has a ton of synergy with the rest of the team, Benefiting from Starmie's rock removal, and Tyranitar's sun reset, and benefiting Chandelure and Ferrothorn with it's ground immunity and Fire boosting moves.
The last move deserves some explaining.
Most players would opt for earthquake over bulldoze as it has nearly double the power. I had earthquake at first, until I realized that with the spread I was running, neither EQ nor Buldoze could destroy Heatran in one hit, and I couldn't always gurrantee SR would be up until Heatran was removed from play.
But the main reason is that Charizard forces a ton of switches and bulldoze has the same Idea as Icy wind in that it seriously eases prediction. Suppose an opponent decides to switch in say a garchomp, or a scarf-Tar to try and Kill of Charizard. In theory, Earthquake does more damage because it has more power. In Practice, Case 1Bulldoze does more damage because Charizard Can use another move instead of switching out, even perhaps a flamethrower. In situiations where EQ would 1HKO, Bulldoze would essentially be a free KO as well, with another Attack finishing off an opponent or else the Opponent will switch out again (which is fine Even though they probably avoid a KO, as they continue to rack up Entry hazard damage and possibly lose more speed.
In Case 2 Charizard will switch out right after using bulldoze, usually to T-tar or Chandelure. sometimes, Choice scarf isn't enough to outspeed certain pokemon, specifically other scarfers and Dragon dancers. Constant spamming can prevent the opponent from getting to acceptable levels of speed, meaining revenge killing goes from a costly action to a 1-1 trade off.
Mostly posting this for opinions on Tyranitar, Starmie, and Charizard, but appreciate Feedback of any kind.
The problem is, the other pokemon I felt like using at the time were in OU, so I had to build a team Where Audino is not a liability in a world filled with dragons, genies, and washing machines.
_________________________________________________________________________________________________________________________________________________________________
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Heal Bell
- Toxic
- Knock Off/Icy Wind
I decided to play to Audino's best niche and strength, it is the only pokemon with wish, heal bell, and regenerator. With max investment, Audino can provide 205 HP to the other pokemon on my team, healing up to 2 thirds of the other members. Heal bell gives it a second toy to play with, removing status.
The big problem with Audino is it's low damage output, letting it be setup upon. Toxic can remedy this to a point, but I'm on the fence for the final move. Knock off is always useful for removing Items, but Icy wind has also proven to work well with the team, As Audino often switches out and lowering the opponent's speed makes checking easier.
The rest of the team
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Thunder Wave
- Knock Off
By now I had decided to go in the direction of a hazard stacking team, gradually wearing down my opponent through long battles. Ferrothorn can provide even move knock off support, in an attempt to take out Opposing Starmies before they rapid spin away. If that fails I have an auxillary defence against rapid spinners.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Clear Smog
- Flamethrower
- Shadow Ball
Chandelure with flash fire can switch in on the fighting type moves Audino despises, the fire type moves that cook ferrothorn, and rapid spin. Clear smog can remedy pokemon thinking they can set up on Audino as it switches out. The other moves give coverage and Allow Chandelure to act as a revenge killer of sorts.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Recover
Starmie removes hazards for my team and counters Keldeo, Heatran, and others. The moveset is fairly explanatory.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Superpower
- Stone Edge
- Earthquake
Tyranitar pursuit traps common defogers and can stomach dark type moves that Slam everyone else for neutral or super effective damage. I can't decide if T-tar should wear a head band or a scarf. Though Tyranitar cannot stop opponents from defoging, it can get a free kill, and I don't really mind, as Ferrothorn usually lives long enough to rebuild the spikes.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Flamethrower
- Solar Beam
- Roost
- Bulldoze
Charizard has a ton of synergy with the rest of the team, Benefiting from Starmie's rock removal, and Tyranitar's sun reset, and benefiting Chandelure and Ferrothorn with it's ground immunity and Fire boosting moves.
The last move deserves some explaining.
Most players would opt for earthquake over bulldoze as it has nearly double the power. I had earthquake at first, until I realized that with the spread I was running, neither EQ nor Buldoze could destroy Heatran in one hit, and I couldn't always gurrantee SR would be up until Heatran was removed from play.
But the main reason is that Charizard forces a ton of switches and bulldoze has the same Idea as Icy wind in that it seriously eases prediction. Suppose an opponent decides to switch in say a garchomp, or a scarf-Tar to try and Kill of Charizard. In theory, Earthquake does more damage because it has more power. In Practice, Case 1Bulldoze does more damage because Charizard Can use another move instead of switching out, even perhaps a flamethrower. In situiations where EQ would 1HKO, Bulldoze would essentially be a free KO as well, with another Attack finishing off an opponent or else the Opponent will switch out again (which is fine Even though they probably avoid a KO, as they continue to rack up Entry hazard damage and possibly lose more speed.
In Case 2 Charizard will switch out right after using bulldoze, usually to T-tar or Chandelure. sometimes, Choice scarf isn't enough to outspeed certain pokemon, specifically other scarfers and Dragon dancers. Constant spamming can prevent the opponent from getting to acceptable levels of speed, meaining revenge killing goes from a costly action to a 1-1 trade off.
Mostly posting this for opinions on Tyranitar, Starmie, and Charizard, but appreciate Feedback of any kind.