Lapras1016
Water Poképhilic PKMN Master
- 98
- Posts
- 18
- Years
- Age 33
- Sekra Range, Fiore
- Seen Apr 6, 2010
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.
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.
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