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My Diamond babies

Lapras1016

Water Poképhilic PKMN Master
  • 98
    Posts
    18
    Years
    These are <i>not</i> baby Pokémon! I just call them my babies because I raised them with all I could and I'm uberly proud of them! I've removed the Ubers for the sake of fairness. Anyways...

    Blissey @Leftovers
    Ability: Natural Cure
    Nature: Bold (-Atk., +Def.)
    EV's: 4 HP, 252 Def., 252 Sp. Atk.
    Sing
    Softboiled
    Thunderbolt
    Ice Beam

    My favorite. It may not look like much at first, but Blissey's already-high HP and Sp. Def. mean that EV's should go to other areas. The Counter and Aromatherapy Blisseys are also not living up to their usual standards anymore given the many new opportunities DP gave, and Special Attacking Blisseys are making their debut. Inaccurate Sing may be, it still works and can spoil an opponent's strategy; Thunder Wave or Calm Mind are good replacements as well, with the latter able to destroy Special Walls like Manaphy assuming Blissey survives their attacks.

    Dragonite @Shell Bell
    Ability: Inner Focus
    Nature: Lonely (-Def., +Atk.)
    EV's: 252 Atk., 80 Sp. Atk., 176 Sp. Def.
    Earthquake
    Dragon Dance
    Dragon Rush
    Thunderbolt

    With some Dragon attacks becoming Physical and the Dratini chain having the ability to learn Dragon Dance by leveling up, fully utilizing a DDnite is too easy. Earthquake is provided for Steel types, the one type Dragon attacks are not very effective on. Thunderbolt gets rid of Skarmory and other Water types and birds.


    Empoleon @Leftovers
    Ability: Torrent
    Nature: Calm (-Atk., +Sp. Def.)
    EV's: 252 HP, 4 Sp. Atk., 252 Sp. Def.
    Surf
    Ice Beam
    Grass Knot/Roar
    Stealth Rock

    Empoleon is both a Special Sweeper and a Special Wall, with Stealth Rock to damage switching in opponents. I personally use Grass Knot, but suggest Roar because in that way, Empoleon can be a Special Skarmory.

    Garchomp @Expert Belt
    Ability: Sand Veil
    Nature: Jolly (-Sp. Atk., +Speed)
    EV's: 4 HP, 252 Attack, 252 Speed
    Swords Dance
    Earthquake
    Dragon Rush
    Stone Edge

    Jolly Garchomps ensure they outrun faster opponents who also hit hard. With a single Swords Dance and maxed out Attack (for Effort Values), anything Garchomp uses can already kill. Nothing can resist the Rock-Ground attacking combo that is Earthquake and Stone Edge, and Dragon Rush is there for STAB and complementary attacking.


    Lucario @Leftovers
    Ability: Steadfast
    Nature: Modest (-Atk., +Sp. Atk.)
    EV's: 4 HP, 252 Sp. Atk., 252 Speed
    Calm Mind
    Aura Sphere
    Dark Pulse
    Dragon Pulse

    Although Physical Lucarios power up faster with Swords Dance, Special Lucarios are inarguably the way to go with this guy. Calm Mind not only boosts the massive Special Attack, but it also lets Lucario survive opposing Special Attacks. Aura Sphere is Lucario's signature move and the perfect accuracy is nice. Dark Pulse and Dragon Pulse are there to ensure that every Pokémon Lucario hits receives at least neutral damage. Plus, they're powerful, and the possible flinching Dark Pulse does is an added bonus.

    Spiritomb @BrightPowder
    Ability: Pressure
    Nature: Calm (-Atk., +Sp. Def.)
    EV's: 252 Def., 80 Sp. Atk., 176 Sp. Def.
    Confuse Ray
    Attract
    Dark Pulse
    Ominous Wind

    This is a tank-annoyer that utilizes Spiritomb's defenses and annoying abilities to the point that it can drive the opponent crazy. Confuse Ray provides a chance that the opponent attacks itself, while Double Team makes more and more attacks miss Spiritomb; combined with BrightPowder and Pressure, you can be sure the foe will definitely waste PP. Ominous Wind is there because of the chance of stat raises, while Dark Pulse, aside from STAB, can make the foe flinch.


    There you have it. Those are the types of Pokémon I'm most comfortable using.
     
    Last edited:
    Very nice team, but bright powder is considered a hax item.
     
    and to follow on gofre's post Double team is not allowed in standard play either.
     
    @Gofre: What's a hax item?
    @Anton: Really? Okay, I'll change it to Attract...
     
    Most of the time, moves and items that rely on luck (such as Double Team, Sand Attack, Brightpowder, Quick Claw) are not allowed to avoid unfair victories. So, yeah, those kind of things should be removed. I like them sometimes, though, but standard rules say you can't use them.
     
    Eh, I wouldn't use attract, it's a pretty lol status condition that has no real usefulness, excpet maybe in the battle tower/frontier.

    Spiritomb has access to wonderful moves like sucker punch and Will-O-Wisp, I recommend implementing those to your set :)
     
    i'd give lucario more HP evs, less speed. with modest nature, it's not going to be doing much outspeeding. you're better off giving it some bulk so that Calm Mind can be worth the while. also, i'd consider vacuum wave over dark pulse. fighting + dragon hits everything, so if you can pull a priority move in there, i say go for it. a mixed set is much better on lucario, but if it floats your boat, fix the holes.

    on dragonite, replace tbolt for flamethrower. dragon + ground + fire hits everything in the game and hurts bronzong, who otherwise walls you/explodes in your fayce. plus, you hit donphan harder. also, replace shell bell for yache berry. ice shard/weavile aren't popular for any random reason.

    give empoleon some sp atk. it'll need them to hit other bulky waters harder w/ grass knot. blissey is a good enough special wall, you don't really need empoleon, who is very vulnerable to EQs and fighting attacks, doing very little damage while attracting attention.

    eww, give spiritomb will-o-wisp. your team has a rediculous fighting weakness and if it's going to be taking physical hits, you really need a way of cutting physical attackers' stat in half. btw, give your spiritom a +def nature and give it more def evs. you already have 2 special walls/tanks, and you really need this guy to take them for the others.

    your garchomp gets walled too easily. fix it =/
     
    Last edited:
    These are <i>not</i> baby Pokémon! I just call them my babies because I raised them with all I could and I'm uberly proud of them! I've removed the Ubers for the sake of fairness. Anyways...

    Blissey @Leftovers
    Ability: Natural Cure
    Nature: Bold (-Atk., +Def.)
    EV's: 4 HP, 252 Def., 252 Sp. Atk.
    Sing
    Softboiled
    Thunderbolt
    Ice Beam

    My favorite. It may not look like much at first, but Blissey's already-high HP and Sp. Def. mean that EV's should go to other areas. The Counter and Aromatherapy Blisseys are also not living up to their usual standards anymore given the many new opportunities DP gave, and Special Attacking Blisseys are making their debut. Inaccurate Sing may be, it still works and can spoil an opponent's strategy; Thunder Wave or Calm Mind are good replacements as well, with the latter able to destroy Special Walls like Manaphy assuming Blissey survives their attacks.

    Except that Manaphy is uber and you'll be facing OU teams at best with this team. Also, I think Manaphy would be better suited for attacking. Anyway, if you really want this Blissey to be effective, I'd suggest Serene Grace over Natural Cure. That way, Ice Beam and Thunderbolt will have a 1/5 chance of freezing or paralyzing, rather than a 1/10 chance. Also, replace Sing with Aromatherapy in this case. Honestly, Hypnosis is bad, and it's better than Sing.

    Dragonite @Shell Bell
    Ability: Inner Focus
    Nature: Lonely (-Def., +Atk.)
    EV's: 252 Atk., 80 Sp. Atk., 176 Sp. Def.
    Earthquake
    Dragon Dance
    Dragon Rush
    Thunderbolt

    With some Dragon attacks becoming Physical and the Dratini chain having the ability to learn Dragon Dance by leveling up, fully utilizing a DDnite is too easy. Earthquake is provided for Steel types, the one type Dragon attacks are not very effective on. Thunderbolt gets rid of Skarmory and other Water types and birds.


    Why are you not using EVs in Speed with this Dragonite? Move all 176 Special Defense EVs into Speed, or he/she will get wiped out by Avalanche, Stone Edge, or even your opponent's own Dragon Rush or Dragon Claw, just because this guy is so slow.

    Empoleon @Leftovers
    Ability: Torrent
    Nature: Calm (-Atk., +Sp. Def.)
    EV's: 252 HP, 4 Sp. Atk., 252 Sp. Def.
    Surf
    Ice Beam
    Grass Knot/Roar
    Stealth Rock

    Empoleon is both a Special Sweeper and a Special Wall, with Stealth Rock to damage switching in opponents. I personally use Grass Knot, but suggest Roar because in that way, Empoleon can be a Special Skarmory.

    If you're using Stealth Rock, you may as well use Roar as well. However, I'd replace Ice Beam with Hidden Power here. It would have to be Fire, though. If Hidden Power isn't Fire on this guy, use something else Skarmory is weak to, or at least not resistant to.

    Garchomp @Expert Belt
    Ability: Sand Veil
    Nature: Jolly (-Sp. Atk., +Speed)
    EV's: 4 HP, 252 Attack, 252 Speed
    Swords Dance
    Earthquake
    Dragon Rush
    Stone Edge

    Jolly Garchomps ensure they outrun faster opponents who also hit hard. With a single Swords Dance and maxed out Attack (for Effort Values), anything Garchomp uses can already kill. Nothing can resist the Rock-Ground attacking combo that is Earthquake and Stone Edge, and Dragon Rush is there for STAB and complementary attacking.


    This one makes sense as it is. I'd want a Life Orb, though.

    Lucario @Leftovers
    Ability: Steadfast
    Nature: Modest (-Atk., +Sp. Atk.)
    EV's: 4 HP, 252 Sp. Atk., 252 Speed
    Calm Mind
    Aura Sphere
    Dark Pulse
    Dragon Pulse

    Although Physical Lucarios power up faster with Swords Dance, Special Lucarios are inarguably the way to go with this guy. Calm Mind not only boosts the massive Special Attack, but it also lets Lucario survive opposing Special Attacks. Aura Sphere is Lucario's signature move and the perfect accuracy is nice. Dark Pulse and Dragon Pulse are there to ensure that every Pokémon Lucario hits receives at least neutral damage. Plus, they're powerful, and the possible flinching Dark Pulse does is an added bonus.

    Use a Life Orb here. Lucario can't wall, so Leftovers is pointless.

    Spiritomb @BrightPowder
    Ability: Pressure
    Nature: Calm (-Atk., +Sp. Def.)
    EV's: 252 Def., 80 Sp. Atk., 176 Sp. Def.
    Confuse Ray
    Attract
    Dark Pulse
    Ominous Wind

    This is a tank-annoyer that utilizes Spiritomb's defenses and annoying abilities to the point that it can drive the opponent crazy. Confuse Ray provides a chance that the opponent attacks itself, while Double Team makes more and more attacks miss Spiritomb; combined with BrightPowder and Pressure, you can be sure the foe will definitely waste PP. Ominous Wind is there because of the chance of stat raises, while Dark Pulse, aside from STAB, can make the foe flinch.


    Now this needs a lot of work. First, Leftovers is generally better, and people will hate you for using items that have a chance of doing something (hax items). I personally wouldn't care (*glares at Anti-Pop Culture Warrior 13*), but on Spiritomb, you should use Leftovers. Also, since you have no way to trap, don't use Attract. Attract will only work part of the time anyway, and that's not good. This one's much better:

    Spiritomb @ Leftovers; Pressure
    Careful; 252 HP, 144 Attack, 112 Special Defense
    Sucker Punch
    Pursuit
    Will-O-Wisp
    Pain Split

    This should be your lead Pokémon. You can burn enemy physical or mixed sweepers with Will-O-Wisp, drain HP away with Pain Split, and counter Psychic-types incredibly well with both Sucker Punch and Pursuit. You just need to predict a bit. You can use Taunt instead of Pursuit or Sucker Punch if you find your team is weak to Pokémon who set up with moves like Dragon Dance or something.


    There you have it. Those are the types of Pokémon I'm most comfortable using.

    And those are my fixes. It's not a bad team, but it does need improvement.
     
    Just nitpicking Samson, but Dark+Dragon doesn't hit everything. I think you meant Dragon+Dark+Fighting hits everything. Dark and Dragon is walled by Steel-types.

    oops that's what i meant ^.^

    thanks for correcting me on that.
     
    @Waker, re. Dragonite: Oops. That WAS supposed to be Speed. I misread the shortcuts on my guide. Hang on, I'll change.

    @Waker, re. Blissey: Blissey is supposed to switch out using Natural Cure to get healthy. Besides, I prefer this set; they say the Aromatherapy set isn't doing as well anymore. I might replace Sing with Calm Mind.

    @Waker, re. Garchomp: Eww, Life Orb works only if you have a recovery move, such as Salamence (Roost). I'll make my Dragonite with that set. Or I might replace Dragonite with Salamence.

    @Samson, re. Empoleon: It's really like that because it's more of defensive than offensive. I did say I might replace Grass Knot with Yawn. It has to have max HP and max Sp. Def.

    Actually, I'm not sure myself of this Spiritomb, as it's just a planned one. It's likely I might not use it YET, as right now I'm still traveling and am using an Uber. But I feel more comfortable with a Spiritomb using Special attacks.

    Here's the revised team, complete with my corrected typos:

    ~~~~~~~~~~~~

    Blissey @Leftovers
    Ability: Natural Cure
    Nature: Bold (-Atk., +Def.)
    EV's: 4 HP, 252 Def., 252 Sp. Atk.
    Calm Mind
    Softboiled
    Thunderbolt
    Ice Beam

    My favorite. It may not look like much at first, but Blissey's already-high HP and Sp. Def. mean that EV's should go to other areas. The Counter and Aromatherapy Blisseys are also not living up to their usual standards anymore given the many new opportunities DP gave, and Special Attacking Blisseys are making their debut. Calm Mind destroys Special Walls like Milotic assuming Blissey survives their attacks. Sing or Thunder Wave, despite the former being inaccurate, can replace Calm Mind in order to provide a status condition on the opponent.

    Dragonite @Life Orb
    Ability: Inner Focus
    Nature: Lonely (-Def., +Atk.)
    EV's: 252 Atk., 80 Sp. Atk., 176 Speed
    Roost
    Earthquake
    Dragon Rush
    Fire Blast

    The new Dragonite. Earthquake, Dragon Rush, and Fire Blast destroy their corresponding opponents, with Roost to recover damage lost by Life Orb.

    OR

    Salamence @Life Orb
    Ability: Intimidate
    Nature: Lonely (-Def., +Atk.)
    EV's: 252 Atk., 80 Sp. Atk., 178 Speed
    Roost
    Earthquake
    Dragon Claw
    Fire Blast

    Salamence can use the exact set, nature, item, and EV's, but I'm too lazy to breed, so Dragon Claw, which is more accurate, will do. :P


    Empoleon @Leftovers
    Ability: Torrent
    Nature: Calm (-Atk., +Sp. Def.)
    EV's: 252 HP, 4 Sp. Atk., 252 Sp. Def.
    Surf
    Ice Beam
    Roar
    Stealth Rock

    Empoleon is both a Special Sweeper and a Special Wall, with Stealth Rock to damage switching in opponents. With Roar, Empoleon can be a Special Skarmory.

    Garchomp @Shell Bell
    Ability: Sand Veil
    Nature: Jolly (-Sp. Atk., +Speed)
    EV's: 4 HP, 252 Attack, 252 Speed
    Swords Dance
    Earthquake
    Dragon Rush
    Stone Edge

    Jolly Garchomps ensure they outrun faster opponents who also hit hard. With a single Swords Dance and maxed out Attack (for Effort Values), anything Garchomp uses can already kill. Nothing can resist the Rock-Ground attacking combo that is Earthquake and Stone Edge, and Dragon Rush is there for STAB and complementary attacking.


    Lucario @Leftovers
    Ability: Steadfast
    Nature: Modest (-Atk., +Sp. Atk.)
    EV's: 4 HP, 252 Sp. Atk., 252 Speed
    Calm Mind
    Aura Sphere
    Dark Pulse
    Dragon Pulse

    Although Physical Lucarios power up faster with Swords Dance, Special Lucarios are inarguably the way to go with this guy. Calm Mind not only boosts the massive Special Attack, but it also lets Lucario survive opposing Special Attacks. Aura Sphere is Lucario's signature move and the perfect accuracy is nice. Along with that, Dark Pulse and Dragon Pulse are there to ensure that every Pokémon Lucario hits receives at least neutral damage. Plus, they're powerful, and the possible flinching Dark Pulse does is an added bonus.

    Spiritomb @Leftovers
    Ability: Pressure
    Nature: Calm (-Atk., +Sp. Def.)
    EV's: 252 Def., 112 Sp. Atk., 112 Sp. Def.
    Will-O-Wisp
    Dark Pulse
    Shadow Ball/Ominous Wind
    Calm Mind

    With Annoying Tanks banned in standard play, Spiritomb cries out to use Will-O-Wisp, which can destroy physical attackers. I personally feel comfortable using Special Attacking Spiritombs, so I won't use the Sucker Punch set here in Diamond (it goes to Pearl, :P). Ominous Wind can raise stats, while Shadow Ball is slightly stronger. Calm Mind will make Spiritomb more of a Special Wall.


    Sorry, but that's just me. I just feel better using this Spiritomb.
     
    It's easily possible to run Life Orb without a recovery move... say hello to my Dragon Dancer T-Tar. I replaced Orb with Leftovers for more Dragon Dancing over sing DD then bashing, but it worked just fine.

    Another way to run Life Orb without a recovery move; Wish support, which I STILL don't have a pokemon with Wish -_-... I don't even know who gets the move to be honest, but it'd help a ton if I can find who easily gets it.

    The last way is with Rest and a Cleric (Heal Beller, Aromatherapy). I do run an Aromatherapy Blissey, just to keep that SPIRITOMB!!! O_o... off of me and my physical sweepers.
     
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