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- Seen Mar 2, 2017
This is my "first" attempt at building a team, well, ever, really, at least one I might use against human opponents. I did on a Battle-simulator. I'm willing to swap out moves, and differen't pokemon, for example I'd be willing to lose Spikes on Skarmory, and replace it with Stealth Rocks, or somehow try to get Defog on it, I just didn't want to be entirely vulnerable to Taunt, so I included Iron Head as one of it's moves.
I really don't know anything about Team Building. My "heyday" with Poke'mon was about 3 or 3.5 years, between 1998, and 2001.
And I played it A LOT back then. But, something happened, I think after 3.5 years of play or so, or close to that, for one, the anime got really dull, I realized that Ash Ketchum wasn't going to be a master trainer and fight the Elite Four, by the 3rd season or so. The show was turning out to be more like a "soap opera" and in that sense, watching the show became a "chore" as opposed to entertaining. I thought for sure after the Charizard v. Magmar episode, given that the island they were on (Cinnabar Island I think it was called) was the last stop before in Poke'mon Blue before going against the Elite Four, he'd be challenging the Elite Four and Gary, looks like I was wrong, because before I thought the big Climax after watching the show for 2 years was going to happen, there was no big Climax, and instead they were going to be adding 100 new Poke'mon which I didn't like nearly as much as the original 151, and he was heading off to some other tournament, nothing like what happened in the game.
Furthermore the "team" I had spent years training, only knew Stab and Normal moves. I never used the TM's. And so my team turned out to be really weak when I finally uploaded it to Poke'mon Stadium 64, the AI would just steam roll my team, since it's poke'mon knew both STAB moves, as well as moves that hard countered mine. At that point I just sorta shelved the game for the next 13-14 years or so before I began to get back into it.
SO here's what I came up with, most of these are Gen 1 Poke'mon, because, it's what I know, I really didn't pay attention to poke'mon for over a decade, so with the exception of Skarmory, these are the Poke'mon I'm familiar with.
Kangaskhan (F) @ Rocky Helmet
Ability: Scrappy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Power-Up Punch
- Earthquake
- Body Slam
^Kangaskhan, if it's Megaform was banned from tournaments that I heard through hearsay, I figured why not have it's ordinary form on the team? Seems to be a good moveset it has, it's a little weak to Special Attackers, but it could get a quick hit off with Sucker Punch, and follow that up with another. Power-Up Bunch surely seems fine on a Poke'mon so focused on big Attack moves. Body Slam seems to be a good move for it and it's 30% paralyze. I'm open to changes in the moveset, nothing, I'm adamant about, I just picked a combo of moves that seemed like a good starting point.
Mewtwo @ Mewtwonite Y
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Recover
- Thunderbolt
- Ice Beam
^I've always liked Mewtwo, I use to catch level 3/4 Mewtwo's using a gameshark in Poke'mon Red/Blue, and even when they were only level 3/4 they were pretty much unstoppable against similarly leveled poke'mon. I assume he's been nerfed quite a bit from his Red/Blue days, however I've always been a fan of him. I wasn't sure whether it would be better for Wifi Battles to pick Rest or Recover. But since Mewtwo picks up Insomnia upon converting to Mewtwo Y, I just went with Recover. I thought Rest had it's advantages though since I can't undo status effects in a Wifi Battle, in which case I might get a different Poke'mon to Megaevolve than Mewtwo.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Sleep Powder
^ ON this one I was really hoping to take advantage of Charizard using Sunny Day in a previous turn, so I could capitalize on Charizard knowing Solar Power, and Venusaur knowing Chlorophyll, and thusly I double the speed of Venusaur on a turn later in the match. This could be situational, but it seemed better than Charizard's standard Blaze ability, and Venusaurs standard Overgrow ability. I was trying to think outside of the box. Another move I might replace Sleep Powder with is Toxic, but I don't know.
Charizard @ Leftovers
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sunny Day
- Dragon Pulse
- Flamethrower
- Solar Beam
^I thought Sunny Day/Solar Power was a good combo, since #1 Solar Power takes two moves anyways, so why not spend one of those moves doing Sunny Day so it only takes 1, and the Flamethrower attack will be much stronger as well. This in turn will benefit a Chlorophyll Venusaur if I swap it in within the next 5 moves after Sunny Day. Furthermore, Solar Beam hard counters Water Poke'mon, so if the Charizard can withstand a hit from a Water Poke'mon which btw, Sunny Day lowers the effectiveness of Water moves by 50%, as well as reduces the accuracy of Thunderbolt which is another move that counters Charizard's Flying Type, by next move it's unleashing a Solar Beam on the Water Poke'mon which given it's Modest Nature, should be rather powerful. Unfortunately I have to forego Roost as a move, so to make up a small amount for that I just gave it Left Overs instead. I also read on Bulbapedia that it could double the recovery of Synthesis, that's a move I'm debating including with Venusaur.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Iron Head
- Spikes
- Whirlwind
- Roost
^I had a really hard time picking out a moveset for him. I could have gone with Stealth Rock/Defog, the Smogon guide said Defog was counter-productive if you were laying multiple layers of Spikes. I just thought, but for other Flying type Poke'mon, between Roost, Whirlwind and Spikes, I could keep blowing enemy Poke'mon into my spike trap until finally another Flying type showed up. Seems like a cheesy thing to do, but hey, a W is a W. I'll take a W over an L anyday.
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Trick
- Destiny Bond
^I didn't know much, I just figured I wanted him to have sludgebomb and shadow ball. I liked the Destiny Bond when I read it's description, seemed to guarantee he'd take out at least one Poke'mon if he was on the team, and given that he's using Black Sludge, figure I could swap that out to a Poke'mon using LeftOvers and screw the enemy Poke'mon over. On the other hand, if I just equipped him with Left Overs, I could remove the Trick move slot entirely, perhaps replace that with Toxic instead. I don't know, I'm just taking a guess at what a good move set is, I have no expertise in these matters.
How does my team rate? Are there any huge improvements I could make, or swap out Poke'mon entirely?
I'd really like some feedback on this before I delve deeper back into breeding more Poke'mon.
I really don't know anything about Team Building. My "heyday" with Poke'mon was about 3 or 3.5 years, between 1998, and 2001.
And I played it A LOT back then. But, something happened, I think after 3.5 years of play or so, or close to that, for one, the anime got really dull, I realized that Ash Ketchum wasn't going to be a master trainer and fight the Elite Four, by the 3rd season or so. The show was turning out to be more like a "soap opera" and in that sense, watching the show became a "chore" as opposed to entertaining. I thought for sure after the Charizard v. Magmar episode, given that the island they were on (Cinnabar Island I think it was called) was the last stop before in Poke'mon Blue before going against the Elite Four, he'd be challenging the Elite Four and Gary, looks like I was wrong, because before I thought the big Climax after watching the show for 2 years was going to happen, there was no big Climax, and instead they were going to be adding 100 new Poke'mon which I didn't like nearly as much as the original 151, and he was heading off to some other tournament, nothing like what happened in the game.
Furthermore the "team" I had spent years training, only knew Stab and Normal moves. I never used the TM's. And so my team turned out to be really weak when I finally uploaded it to Poke'mon Stadium 64, the AI would just steam roll my team, since it's poke'mon knew both STAB moves, as well as moves that hard countered mine. At that point I just sorta shelved the game for the next 13-14 years or so before I began to get back into it.
SO here's what I came up with, most of these are Gen 1 Poke'mon, because, it's what I know, I really didn't pay attention to poke'mon for over a decade, so with the exception of Skarmory, these are the Poke'mon I'm familiar with.
Kangaskhan (F) @ Rocky Helmet
Ability: Scrappy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Power-Up Punch
- Earthquake
- Body Slam
^Kangaskhan, if it's Megaform was banned from tournaments that I heard through hearsay, I figured why not have it's ordinary form on the team? Seems to be a good moveset it has, it's a little weak to Special Attackers, but it could get a quick hit off with Sucker Punch, and follow that up with another. Power-Up Bunch surely seems fine on a Poke'mon so focused on big Attack moves. Body Slam seems to be a good move for it and it's 30% paralyze. I'm open to changes in the moveset, nothing, I'm adamant about, I just picked a combo of moves that seemed like a good starting point.
Mewtwo @ Mewtwonite Y
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Recover
- Thunderbolt
- Ice Beam
^I've always liked Mewtwo, I use to catch level 3/4 Mewtwo's using a gameshark in Poke'mon Red/Blue, and even when they were only level 3/4 they were pretty much unstoppable against similarly leveled poke'mon. I assume he's been nerfed quite a bit from his Red/Blue days, however I've always been a fan of him. I wasn't sure whether it would be better for Wifi Battles to pick Rest or Recover. But since Mewtwo picks up Insomnia upon converting to Mewtwo Y, I just went with Recover. I thought Rest had it's advantages though since I can't undo status effects in a Wifi Battle, in which case I might get a different Poke'mon to Megaevolve than Mewtwo.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Sleep Powder
^ ON this one I was really hoping to take advantage of Charizard using Sunny Day in a previous turn, so I could capitalize on Charizard knowing Solar Power, and Venusaur knowing Chlorophyll, and thusly I double the speed of Venusaur on a turn later in the match. This could be situational, but it seemed better than Charizard's standard Blaze ability, and Venusaurs standard Overgrow ability. I was trying to think outside of the box. Another move I might replace Sleep Powder with is Toxic, but I don't know.
Charizard @ Leftovers
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sunny Day
- Dragon Pulse
- Flamethrower
- Solar Beam
^I thought Sunny Day/Solar Power was a good combo, since #1 Solar Power takes two moves anyways, so why not spend one of those moves doing Sunny Day so it only takes 1, and the Flamethrower attack will be much stronger as well. This in turn will benefit a Chlorophyll Venusaur if I swap it in within the next 5 moves after Sunny Day. Furthermore, Solar Beam hard counters Water Poke'mon, so if the Charizard can withstand a hit from a Water Poke'mon which btw, Sunny Day lowers the effectiveness of Water moves by 50%, as well as reduces the accuracy of Thunderbolt which is another move that counters Charizard's Flying Type, by next move it's unleashing a Solar Beam on the Water Poke'mon which given it's Modest Nature, should be rather powerful. Unfortunately I have to forego Roost as a move, so to make up a small amount for that I just gave it Left Overs instead. I also read on Bulbapedia that it could double the recovery of Synthesis, that's a move I'm debating including with Venusaur.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Iron Head
- Spikes
- Whirlwind
- Roost
^I had a really hard time picking out a moveset for him. I could have gone with Stealth Rock/Defog, the Smogon guide said Defog was counter-productive if you were laying multiple layers of Spikes. I just thought, but for other Flying type Poke'mon, between Roost, Whirlwind and Spikes, I could keep blowing enemy Poke'mon into my spike trap until finally another Flying type showed up. Seems like a cheesy thing to do, but hey, a W is a W. I'll take a W over an L anyday.
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Trick
- Destiny Bond
^I didn't know much, I just figured I wanted him to have sludgebomb and shadow ball. I liked the Destiny Bond when I read it's description, seemed to guarantee he'd take out at least one Poke'mon if he was on the team, and given that he's using Black Sludge, figure I could swap that out to a Poke'mon using LeftOvers and screw the enemy Poke'mon over. On the other hand, if I just equipped him with Left Overs, I could remove the Trick move slot entirely, perhaps replace that with Toxic instead. I don't know, I'm just taking a guess at what a good move set is, I have no expertise in these matters.
How does my team rate? Are there any huge improvements I could make, or swap out Poke'mon entirely?
I'd really like some feedback on this before I delve deeper back into breeding more Poke'mon.