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Lousy NetBattlers. >.<

Ichida

The Zealous Blue Partizan
  • 1,929
    Posts
    19
    Years
    Legendary users aside, I've been getting my ass kicked all over NetBattle. No matter what I come up with, the next five people to challenge me come up with something better. It's absolutely infuriating! I've lost the courage to battle! I've lost my self-confidence. I'm desperate for help... please provide suggestions.

    Skarmory
    Impish Nature
    Item: Quick Claw
    - Drill Peck
    - Spikes
    - Roar
    - ???

    Physical wall. DP for the sake of an attack. Spikes thrice, Roars thrice, and so on. Unsure of a fourth move.

    Alakazam
    Modest Nature
    - Calm Mind
    - Psychic
    - Recover
    - ???

    CMs a few times, Recovers damage dealt, then goes Psychic. Not sure what to put in the last move slot. I was thinking of giving it Choice Band and Trick. 'nuff said.

    Arcanine
    Adamant Nature
    - Howl
    - Extremespeed
    - Iron Tail
    - Flamethrower

    Howling, speeding sweeper. Flamethrower for physical walls and elemental strengths. Iron Tail as a secondary sweeping move.

    Umbreon
    Bold Nature
    - Mean Look
    - Toxic
    - Wish
    - Baton Pass

    Looks to prevent escape, Toxifies, then spams Wish to keep itself alive. Wish/BP to restore others, also. I was tempted to put in Dusclops with Curse here, but Umbreon has the clerical usage. I'm also tempted to plug Blissey here in its place. Umbreon is sort of a merger of the two tactics.

    Metagross
    Adamant Nature
    - Meteor Mash
    - Earthquake
    - Agility
    - Psychic

    MM and EQ for sweeping, Agility to give it a fighting chance, and Psychic against physical walls.

    Apparently not much. I'm unsure of what to use to fill my final slot. Help me out?
     
    Legendary users aside, I've been getting my ass kicked all over NetBattle. No matter what I come up with, the next five people to challenge me come up with something better. It's absolutely infuriating! I've lost the courage to battle! I've lost my self-confidence. I'm desperate for help... please provide suggestions.

    Salamence @ Leftovers
    Adamant Nature
    -Dragon Dance
    -Rockslide
    -Earthquake
    -Aerial Ace


    Alakazam
    Modest Nature
    - Fire Punch
    - Psychic
    - Thunder Punch
    - Ice Punch


    Zangoose @ Leftovers [Flailgoose]
    Timid Nature
    -Flail
    -Shadow Ball
    -Swords Dance
    -Endure


    Umbreon
    Bold Nature
    - Mean Look
    - Toxic
    - Wish
    - Baton Pass


    Metagross
    Adamant Nature
    - Meteor Mash
    - Earthquake
    - Agility
    - Explosion


    Apparently not much. I'm unsure of what to use to fill my final slot. Help me out?

    Fixes in Bold. I know you are not a legend user, but my Kyogre usually helps me a lot.

    Kyogre @ Leftovers
    Modest Nature
    -Calm Mind
    -Ice Beam
    -Hydro Pump
    -Thunder
     
    Kyogre/Groudon/Rayquaza are different from the Regis/Birds/Beasts. The thing is, the first three I mentioned are ubers, while the other trios are not. If you use Kyogre, Groudon, or Rayquaza on a team, that team is automatically considered an uber team. Ichida wants to battle OU.
     
    Dude, if you're going to Netbattle you'll need to provide EVs. The EV spreads are an essential part of any successful netbattle team, if you haven't touched those it's no wonder you're failing. :\ Also, do tell us which trait you're planning to use for the pokémon that can get two different ones. The difference can be crucial. Oh, and as a general piece of advice, don't listen to Lugialord. He's N00B with a capital 'N'. Kyogre (An uber) would be terrible on this team, as would Zangoose (An UU) and especially their combination.

    Legendary users aside, I've been getting my ass kicked all over NetBattle. No matter what I come up with, the next five people to challenge me come up with something better. It's absolutely infuriating! I've lost the courage to battle! I've lost my self-confidence. I'm desperate for help... please provide suggestions.

    Skarmory
    Impish Nature
    Item: Quick Claw Leftovers
    - Drill Peck/Substitute
    - Spikes
    - Roar
    - ??? Rest


    Physical wall. DP for the sake of an attack. Spikes thrice, Roars thrice, and so on. Unsure of a fourth move.

    Sweet mother of corrections, no! Don't use hax items like Quick Claw, especially on a wall like Skarmory that won't have any use for them. >_< Skarm is a wall, so Leftovers for healing. Oh, and your Skarm won't be roaring or spiking thrice with everybody and his friend keeping a Magneton on their teams. I'd really suggest Substitute over Drill Peck, Whirlwind over Roar, and Rest for the final move (That one's a must for any given Skarmory). With subskarm you can lead with a Substitute, so even if your opponent switches in Maggy the sub will take the hit for you and let you Whirlwind them out, thus buying you a turn for retreating Skarm. Also, since Salamence is a very common lead (And practically always comes with Fire Blast) Skarm really sucks in the lead slot. What you need is a fast sweeper type like Jynx or Zapdos, or optionally something that can take a hit from Salamence and then OHKO it with an Ice Beam (E.g. Swampert). On the EV spread, it should be 252 HP/252 Defense/4 Sp.Defense if you go with the sub build, don't know about the Drill Peck one since I'm not a big fan of Skarm.

    Alakazam
    Modest Nature
    - Calm Mind
    - Psychic
    - Recover Ice Punch/Thunderpunch
    Fire Punch

    CMs a few times, Recovers damage dealt, then goes Psychic. Not sure what to put in the last move slot. I was thinking of giving it Choice Band and Trick. 'nuff said.

    And what kind of damage do you think Alakazam can take? Save the Calm Mind for situations when your opponent has to switch and take two elemental punches along for the ride. Fire Punch to rip through Metagross and the like and Ice Punch or Thunderpunch depending on whether you want to OHKO Gyarados or Salamence. If you want a serious CM buffer then go with Gardevoir or Jynx instead, they tend to work far better.

    Arcanine @ Leftovers
    Adamant Nature
    - Howl
    - Extremespeed
    - Iron Tail
    - Flamethrower

    Howling, speeding sweeper. Flamethrower for physical walls and elemental strengths. Iron Tail as a secondary sweeping move.

    Arcanine sucks in OU. Ditch it for a proper sweep like Medicham or Flygon.

    Umbreon @ Leftovers
    Bold Nature
    - Mean Look
    - Toxic
    - Wish
    - Baton Pass

    Looks to prevent escape, Toxifies, then spams Wish to keep itself alive. Wish/BP to restore others, also. I was tempted to put in Dusclops with Curse here, but Umbreon has the clerical usage. I'm also tempted to plug Blissey here in its place. Umbreon is sort of a merger of the two tactics.

    Not to mention that your trapper handily negates the shuffling that Skarm is up to, eh? Also, you don't really have any worthwhile pass recipients on this team to really make it worthwhile. I'd suggest replacing this with a bulky water type like Milotic or Swampert, because your team royally sucks at walling. Incidentally, a Dusclops with Curse is a sad Dusclops indeed, and this thing isn't a real cleric either since it can't remove status conditions.

    Metagross @ Leftovers/Liechi Berry
    Adamant Nature
    - Meteor Mash
    - Earthquake
    - Agility
    - Psychic Explosion

    MM and EQ for sweeping, Agility to give it a fighting chance, and Psychic against physical walls.

    Psychic doesn't do crap against physical walls that aren't called Weezing. Skarm resists it while bulky waters just shrug it off with their above average Sp.Defense and HP. Explosion is what you need for this build, just be careful not to blast it on a ghost switch-in.


    Apparently not much. I'm unsure of what to use to fill my final slot. Help me out?


    Nyah, this team fails because it is so utterly lacking in defensive ability (Which is crucial in the OU metagame). A bulky water is a must, so I'd suggest using

    Milotic @ Leftovers
    Nature: Bold
    Surf
    Toxic
    Rest
    Sleep Talk

    Stalker Milo walls like no tommorrow with its shameless abuse of Marvel Scale and combining that with Toxic makes it a serious hazard for even the bulkier pokémon out there. Oh, and if you don't mind legendaries then another very nice wall would be:

    Suicune @ Leftovers
    Nature: Bold
    Surf
    Reflect
    Roar
    Rest

    It doesn't look like much, but with pressure and it's insane walling capabilites it can put a serious hurt on your opponents PP. The shuffling aspect also works nicely with Skarm's spiking and the better statline (And fewer weaknesses) lets it jump in and phaze out things that Skarm can't touch, particularly Calmcune, while a STAB Surf provides some decent damaging potential.

    Anyways, I already suggested getting rid of a couple of pokes, didn't I? Yes, I think I did. I'll be a bit more logical about the replacement choices now, though. To begin with, Arcanine needs to go. No, really, it NEEDS to. Can't you see how it's suffering among all these full OUs you heartless person? It's enough to make a grown Cradily cry. ;___; So, to replace that one (And take the lead spot instead of Skarm) I'd suggest:

    Zapdos @ Leftovers
    Nature: Timid
    Thunderbolt
    Hidden Power [Ice]
    Substitute
    Thunder Wave/Baton Pass

    Nyah, don't know if this fully coincides with standard Zappy or not, but I've found it to be quite effective. The EV spread should have maximized Speed, enough HP to make the final HP value divisible by 16 and everything else in Sp.Attack. It outspeeds just about everything except Flygon, Starmie, Alakazam, Raikou, and Jolteon, OHKOs Salamence and, for later eventualities, Gyarados, and can be a serious pest for slower attackers that rely on status affecting or low-PP moves. With this build it's usually a good idea to start with a Substitute (Unless your opponent has a faster lead in which case Zappy had better run away like a scared little girl), if your opponent attacked...well, you lost a bit of HP but it's no big deal (Not to mention that you'll know that he/she will probably attack again) and if he/she switched or tried to use a status move then you have just bought yourself a damage-free turn. To exploit that, Thunder Wave lets you cripple whatever was switched in (Even Blissey users have been known to switch out for a turn just to get rid of the pesky status effect) while Baton Pass (Needs the XD moves patch by the way) provides cover for switching in another one of your pokémon without giving your opponent a free attack on it. Optionally, you could just keep Alakazam (Possibly switch its nature to Timid) and have that one as your lead.

    As for Umbreon...well, it's a cool pokémon but your team doesn't really work that well with it. :\ What you need, especially with the lack of subs, is a proper cleric that can get rid of status conditions, as otherwise your team is done for once it gets hit with a Thunder Wave or three. For Clerics I'd say either

    Blissey @ Leftovers
    Nature: Bold
    Trait: Natural Cure
    Seismic Toss
    Ice Beam/Toxic/Thunder Wave
    Softboiled
    Heal Bell/Aromatherapy

    With a simple 252 HP/ 252 Defense/4 Sp.Attack (Or 4 Sp.Defense if you take a status move instead of Ice Beam) EV spread, or

    Miltank @ Leftovers
    Seismic Toss
    Thunder Wave
    Milk Drink
    Heal Bell

    With maximum HP and the rest split between Defense and Sp.Defense. Both are formidable clerics. Miltank is tougher physically and takes fire and ice attacks easily with Thick Fat while Blissey has its ginormous HP and can shrug off status effects with Natural Cure. If you drop Alakazam you could also go with

    Celebi @ Leftovers
    Nature
    Hidden Power [Grass]/Psychic
    Heal Bell
    Leech Seed
    Recover

    I don't know the EV spread for this one, unfortunately, but no doubt it uses plenty of HP and whatnot. With Hera and CB Flygon/Aerodactyl about, though, it's not a good idea to have multiple bug weaks on the same team, so keep that in mind.

    Finally, I'd reccommend a CB sweeper to rip through your opponent's team the moment you spot a weakness. Suggestions for those include:

    Fast ones:

    Aerodactyl @ Choice Band
    Nature: Adamant
    Trait: Pressure
    Earthquake
    Rock Slide/Hidden Power [Rock]
    Aerial Ace
    Hidden Power [Bug]/Fire Blast

    Hidden Power [Bug] to counter Celebi or Fire Blast to counter Steel types, Aerial Ace and Rock Slide for STAB, and Earthquake for Rock, Steel and Electric types.

    Flygon @ Choice Band
    Nature: Jolly/Naive
    Earthquake
    Rock Slide
    Hidden Power [Bug]/Fire Blast
    Quick Attack

    See above, with the additional joy of stopping revers in their tracks with Quick Attack.

    Dugtrio @ Choice Band
    Nature: Adamant/Jolly
    Trait: Arena Trap
    Earthquake
    Rock Slide
    Aerial Ace/Sludge Bomb
    Hidden Power [Bug]

    Good because it traps, bad because it's not quite as strong as most CB sweepers and can't really take hits.

    Slow ones

    Heracross @ Choice Band
    Trait: Guts
    Megahorn
    Rock Slide
    Brick Break
    Sleep Talk/Focus Punch

    The last move is prediction, Sleep Talk if you're concerned about Smeargle and Breloom, Focus Punch if you're good at guessing when your opponent switches. A B-passed sub also works nicely with Focus Punch.

    Machamp @ Choice Band
    Trait: Guts
    Cross Chop
    Rock Slide/Hidden Power [Rock]
    Facade
    Brick Break/Sleep Talk

    Usually two damaging moves of the same type is a big no-no, but with Cross Chop only having 5 PP it can actually be a viable option. Switch in on status attackers and start wreaking havoc. Facade also combos nicely with Guts.
     
    Heh ^^;; Wow. Thanks. Best response I've ever gotten on this board. Excuse me, my n00bism is showing. :P I stay away from legendaries because I want to be able to raise my team in the actual games, and a lot of tournaments forbid use of legendaries. At least the ones I've been to.
     
    Last edited:
    When in team builder, go to File menu and Export to text. Much easier to fix/rate that way.

    Not to mention that we will be able to see your EVs.

    Btw, never lead with Skarm.
     
    I've heard that Zapdos is a good legendary.

    And I've heard that echoing things already said is pointless and spammy. Really, Lugialord, if you don't have anything useful to say don't say it. -.-
     
    Legendary users aside, I've been getting my ass kicked all over NetBattle. No matter what I come up with, the next five people to challenge me come up with something better. It's absolutely infuriating! I've lost the courage to battle! I've lost my self-confidence. I'm desperate for help... please provide suggestions.

    Skarmory
    Impish Nature
    Item: Leftovers
    - Drill Peck
    - Spikes
    - Roar
    - ??? Rest

    Physical wall. DP for the sake of an attack. Spikes thrice, Roars thrice, and so on. Unsure of a fourth move.

    Alakazam
    Modest Nature
    - Calm Mind
    - Psychic
    - Recover Alakazam's defense=0 Fire Punch
    - ??? Thunderpunch

    CMs a few times, Recovers damage dealt, then goes Psychic. Not sure what to put in the last move slot. I was thinking of giving it Choice Band and Trick. 'nuff said.

    Arcanine
    Adamant Nature
    - Howl
    - Extremespeed
    - Iron Tail Put a physical HP here
    - Flamethrower

    Howling, speeding sweeper. Flamethrower for physical walls and elemental strengths. Iron Tail as a secondary sweeping move.

    Umbreon
    Bold Nature
    - Mean Look
    - Toxic Charm
    - Wish
    - Baton Pass

    Looks to prevent escape, Toxifies, then spams Wish to keep itself alive. Wish/BP to restore others, also. I was tempted to put in Dusclops with Curse here, but Umbreon has the clerical usage. I'm also tempted to plug Blissey here in its place. Umbreon is sort of a merger of the two tactics.Now Umbreon completely screws over physical attackers and passes to a stat upper for a 6-0 (in this case Arcanine)

    Metagross
    Adamant Nature
    - Meteor Mash
    - Earthquake Explosion
    - Agility HP Fire
    - Psychic

    MM and EQ for sweeping, Agility to give it a fighting chance, and Psychic against physical walls.
    Elitegross. This can 2HKO Skarmory, OHKO Forretress, and OHKO Weezing (given enough SAtk EVs)

    Apparently not much. I'm unsure of what to use to fill my final slot. Help me out?
    Needs a special wall. Blissey would be my choice here.
    Aromatherapy/Ice Beam/Softboiled/Seismic Toss IMO
     
    Hey e4, I don't think that the thread topic "Lousy Netbattlers" meant that he wanted lousy netbattlers to rate his team. =P Another piece of general advice to anyone reading this: when e4 goes on about elitegross, Charmbreon or, god forbid, Zapdos with Extrasensory, it's time to zone out and stop paying attention. He has get to concieve a single functioning build and is generally clueless about the standard ones as well.

    Really e4, stop spreading bad advice among innocent kiddies who might actually take it. You'd think that with all the time you've spent on this you'd actually have learned something. <.< Speaking of which, not even Sheddy has a defense stat of 0. Alakazam's base defense = 30, not 0 like you said.
     
    Hey e4, I don't think that the thread topic "Lousy Netbattlers" meant that he wanted lousy netbattlers to rate his team. =P

    Ooo, burn. :P

    Anyways, here's the team I've been dominating with:

    Medicham (M) @ Choice Band ** Volsung
    Trait: Pure Power
    EVs: 255 Atk / 255 Spd
    Adamant Nature (+Atk, -SAtk)
    - Brick Break
    - Fake Out
    - Rock Slide
    - Shadow Ball

    Skarmory (M) @ Leftovers ** Sleipnir
    Trait: Sturdy
    EVs: 255 HP / 130 Def / 125 SDef
    Impish Nature (+Def, -SAtk)
    - Rest
    - Roar
    - Spikes
    - Substitute

    Gardevoir (F) @ Leftovers ** Naglfar
    Trait: Synchronize
    EVs: 50 HP / 50 Def / 100 Spd / 255 SAtk / 55 SDef
    Modest Nature (+SAtk, -Atk)
    - Calm Mind
    - Destiny Bond
    - Psychic
    - Thunder Wave

    Milotic (F) @ Leftovers ** Gullveig
    Trait: Marvel Scale
    EVs: 252 Def / 6 SAtk / 252 SDef
    Calm Nature (+SDef, -Atk)
    - Rest
    - Sleep Talk
    - Surf
    - Toxic

    Blissey (F) @ Leftovers ** Disen
    Trait: Natural Cure
    EVs: 60 HP / 195 Def / 255 SDef
    Bold Nature (+Def, -Atk)
    - Heal Bell
    - Seismic Toss
    - Softboiled
    - Thunder Wave

    Metagross @ Leftovers ** Balmung
    Trait: Clear Body
    EVs: 140 HP / 255 Atk / 30 Def / 85 Spd
    Adamant Nature (+Atk, -SAtk)
    - Agility
    - Earthquake
    - Explosion
    - Meteor Mash
     
    Last edited:
    Ooo, burn. :P

    Anyways, here's the team I've been dominating with:

    Medicham (M) @ Choice Band ** Volsung
    Trait: Pure Power
    EVs: 252 Atk / 252 Spd / 4 HP
    Adamant Nature (+Atk, -SAtk)
    - Brick Break Hi Jump Kick
    - Fake Out
    - Rock Slide
    - Shadow Ball

    Nyah, when we say "Max out" about EVs it means 252 EV points, anything beyond that won't affect the stats, so we can increase this Medicham's HP by 1 by removing the redundant EVs from Speed and Attack. Isn't that a marvelous improvement? Yes, I knew you'd see it that way. :P Anyways, Hi Jump Kick over Brick Break. Sure it might seem like a risk, but a CBed Hi Jump Kick from Medicham 2-hit KOs Suicune (Unless it's Reflectcune) as well as standard Skarm and hurts just about everything else far more, so it's worth the risk.

    Skarmory (M) @ Leftovers ** Sleipnir
    Trait: Sturdy
    EVs: 196 HP / 252 Def / 60 SDef
    Impish Nature (+Def, -SAtk)
    - Rest
    - Roar
    - Spikes
    - Substitute

    Nyah, way too much Sp.Defense. This is the spread I use, which, I believe, maximizes lefties recovery with full Defense (You really need it so lesser CBers won't run this over) and everything else in Sp.Defense to take not very effective special attacks and a few random Hidden Powers. I think the classic Skarm EVs can be found in the OU guide sticky here, so you might want to take a look at that too. EVs aren't exactly my strongest suit. ^^

    Gardevoir (F) @ Leftovers ** Naglfar
    Trait: Synchronize
    EVs: All wrong, go search out a guide for standard Gardevoir EVs
    Hardy Nature Modest nature (+Sp.Attack, -Attack)
    - Calm Mind
    - Destiny Bond Thunderbolt/Fire Punch/Ice Punch
    - Psychic
    - Thunder Wave Will-O-Wisp

    Erm...no. Just no. Never use a neutral nature, it's always a waste. Also, Gardevoir is a very poor D-Bonder with its rather low Speed and wasting all those Calm Minds like that is bad strategy anyway. What you need is a bit more type coverage. Thunderbolt is the strongest non-STAB special move that Gardevoir can learn and puts a hurt on Gyarados, but Fire Punch helps against Metagross and Ice Punch does hurt Salamence, provided that you can get one in. Ehh...your call, I guess. Anyways, Will-O-Wisp over Thunder Wave to provide some much needed physical protection.


    Milotic (F) @ Leftovers ** Gullveig
    Trait: Marvel Scale
    EVs: 212 HP / 172 Def / 68 SAtk / 56 SDef
    Bold Nature (+Def, -Atk)
    - Rest
    - Sleep Talk
    - Surf
    - Toxic

    Sorry, but the EVs are all wrong. :\ A defensive pokémon needs HP like living things need water, so at the very least you should have enough HP to get it above the highest 100 its HP can reach (Seismic Toss/Night Shade protection). The above is from the OU guide so it should be a standard Milotic EV spread, change the nature to Bold to accomodate the EVs unless you feel like manually checking what the values should be. Oh, and since this is a Stalker Milo you could try diverting some of the Sp.Attack to Defense (Every point of Defense it has gets multiplied by 2 with Marvel Scale, so every point counts twice in practice). I'd say that 32 Sp.Attack EVs would probably be enough for this one, so put the rest into Defense.

    Blissey (F) @ Leftovers ** Disen
    Trait: Natural Cure
    EVs: 252 HP / 252 Def / 4 SDef
    Bold Nature (+Def, -Atk)
    - Heal Bell
    - Seismic Toss
    - Softboiled
    - Thunder Wave/Ice Beam

    Again, your EVs are all wrong. I mean come on, Blissey's HP is hands down its strongest stat, so capitalize on it to the max. Blissey's Defense, on the other hand, is so abbysmally poor that you need to max that out in order to give it a fighting chance, so max EVs on both stats and put whatever is left into SDef. Ice Beam is also a viable option over Thunder Wave as it lets you shoo off Gengars which would otherwise jump in, sub up and start Focus Punching. Heck, it can even work against Salamence if you've got enough HP left, so go for it. Medicham is really the only thing on your team that gets some real benefits from paralyzed opponents.

    Metagross @ Leftovers ** Balmung
    Trait: Clear Body
    EVs: 140 HP / 252 Atk / 30 Def / 85 Spd
    Adamant Nature (+Atk, -SAtk)
    - Agility
    - Earthquake
    - Explosion
    - Meteor Mash

    It's Agiligross. Nyah, don't know that much about this build, so I can't really help you with the EVs, but at a first glance it looks okayish.

    Messed up EVs an Mence problems. :\ I'd suggest replacing Gardevoir with

    Jynx @ Leftovers
    Nature: Timid (+Speed, -Attack)
    EVs: 252 Spd / 252 SAtk / 4 HP
    Ice Beam
    Calm Mind
    Lovely Kiss
    Substitute

    Maybe even switch the lead from Cham to this since Salamence is such a common lead. If you've got a glaringly obvious Ice weak in front of you then just sweep it away, otherwise sub up and start buffing with Calm Mind, using Lovely Kiss to keep your opponent busy and switching (Works especially well against Blissey), replacing subs when necessary. With full CMs this thing rips through the most. Anyways, you do need to replace Gardevoir with a proper Mence counter.
     
    Messed up EVs an Mence problems. :\ I'd suggest replacing Gardevoir with

    Jynx @ Leftovers
    Nature: Timid (+Speed, -Attack)
    EVs: 252 Spd / 252 SAtk / 4 HP
    Ice Beam
    Calm Mind
    Lovely Kiss
    Substitute

    Maybe even switch the lead from Cham to this since Salamence is such a common lead. If you've got a glaringly obvious Ice weak in front of you then just sweep it away, otherwise sub up and start buffing with Calm Mind, using Lovely Kiss to keep your opponent busy and switching (Works especially well against Blissey), replacing subs when necessary. With full CMs this thing rips through the most. Anyways, you do need to replace Gardevoir with a proper Mence counter.

    Psychic for double STAB is good, replace that for Sub
     
    Couple years ago these Jedi people on pkmn netbattle kept smokin me with this dumb Zangoose with Swords Dance, Flail, Endure, (somethin else) holding that berry that raises attack. THAT MADE ME MAD :badsmile:

    That also has nothing to do with the topic and is, therefore, spam. Reporting time...-.-

    On a more relevant note, I realize that another STAB move might look like a good option, but in giving up sub you're leaving Jynx terribly vulnerable to attack. Not only will every STalker out there force an immediate switch, but there's also no telling when an opponent will wake up, and when they do they get a free attack (Of which Thunder Wave will immediately stop your sweeping spree) before you can put them to sleep again, an attack which sub handles. Also, the status protection should not be underestimated, especially when fighting against hefty spec. walls like Blissey which won't go down in one hit and can cripple your sweeping attempt with Thunder Wave or Toxic. The benefits of Psychic are pretty marginal anyhow, so I'd really suggest Substitute rather than Psychic.
     
    Last edited:
    Ooo, burn. :P

    Anyways, here's the team I've been dominating with:

    Medicham (M) @ Choice Band ** Volsung
    Trait: Pure Power
    EVs: 255 Atk / 255 Spd
    Adamant Nature (+Atk, -SAtk)
    - Hi Jump Kick
    - Fake Out
    - Rock Slide
    - Shadow Ball

    Skarmory (M) @ Leftovers ** Sleipnir
    Trait: Sturdy
    EVs: 255 HP / 130 Def / 125 SDef
    Impish Nature (+Def, -SAtk)
    - Rest
    - Roar
    - Spikes
    - Substitute

    Gardevoir (F) @ Leftovers ** Naglfar
    Trait: Synchronize
    EVs: 50 HP / 50 Def / 100 Spd / 255 SAtk / 55 SDef
    Modest Nature (+SAtk, -Atk)
    - Calm Mind
    - Hypnosis
    - Psychic
    - THunderbolt

    Milotic (F) @ Leftovers ** Gullveig
    Trait: Marvel Scale
    EVs: 252 Def / 6 SAtk / 252 SDef
    Bold Nature (+SDef, -Atk)
    - Rest
    - Sleep Talk
    - Surf
    - Toxic

    Blissey (F) @ Leftovers ** Disen
    Trait: Natural Cure
    EVs: 60 HP / 195 Def / 255 SDef
    Bold Nature (+Def, -Atk)
    - Heal Bell
    - Seismic Toss
    - Softboiled
    - Thunder Wave

    Metagross @ Leftovers ** Balmung
    Trait: Clear Body
    EVs: 140 HP / 255 Atk / 30 Def / 85 Spd
    Adamant Nature (+Atk, -SAtk)
    - Agility
    - Earthquake
    - Explosion
    - Meteor Mash

    Changes in Bold. Your movesets look pretty good.
     
    Hi Jump Kick over Brick Break. Sure it might seem like a risk, but a CBed Hi Jump Kick from Medicham 2-hit KOs Suicune (Unless it's Reflectcune) as well as standard Skarm and hurts just about everything else far more, so it's worth the risk.

    I'd rather just keep Brick Break. I know Hi Jump Kick does more damage, but Medicham can be easily swept away and I can't afford to waste a turn with missed kicks, not to mention damaging itself with its own attack, miniscule as the damage might be. When it comes to physical walls, that's what special sweepers are for.
     
    I'd rather just keep Brick Break. I know Hi Jump Kick does more damage, but Medicham can be easily swept away and I can't afford to waste a turn with missed kicks, not to mention damaging itself with its own attack, miniscule as the damage might be. When it comes to physical walls, that's what special sweepers are for.

    HJK is muhc more useful unless you are trying to break down Reflects and Light Screens.
     
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