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My Old School Team

NitroZ3R0

Kanto's Hero
  • 48
    Posts
    16
    Years
    I have taken a different approach to battling and have gone old school with a kanto styled team, here it is:

    BLASTOISE @ Shell Bell
    Nature: Docile
    Hydro Pump
    Surf
    Protect
    Ice Beam
    (Im still new to EV training..)

    I normally would start the battle with my blastoise, Ide start with using Protect to see what moves my opponent is going to use against blastoise so I can quickly switch out if needed E.G - they use thunderbolt first turn.

    JOLTEON @ Focus Sash
    Nature: serious
    Hidden power (grass)
    thunder wave
    thunderbolt
    toxic

    Jolteon is one of my most trusted pokemon and i normally use him for taking thunder attacks as his ability is Volt Absorb.

    GENGAR @ Leftovers
    Nature: Brave
    Thunderbolt
    hypnosis
    psychic
    shadow ball

    Gengar is used mainly as a backup incase jolteon faints but he is quite usefull.

    VENUSAUR aka Brute Root @ Leftovers
    Nature: Rash
    Frenzy plant
    sleep powder
    sludge bomb
    earthquake

    I know that venusaur's speed is at a disadvantage so I try and either use sleep powder or if i have no other option, frenzy plant for a sure KO. Sludge bomb is for other grass types and works quite effectively against most pokemon, earthquake is just powerfull and useful at times because its unexpected..

    CHARIZARD @ Focus Sash
    Nature: Serious
    Roost
    Fly
    Flamethrower
    Heat wave

    My Charizard roost combo has been suprisingly sucessful and with its high speed it can deal heavy damage with heat wave, I know fly is a bad move to have but it has saved me a couple of times. Flamthrower is just there as a filler

    Well those are the five pokemon I use alot and i have had decent success with them, I have a wide range of pokemon to add as a sixth member and I mostly switch them around depending on my opponent. I would like to know your thoughts on how i could imporve movesets/stratagies etc and would like to know some ideas for a solid sixth member.
     
    I have taken a different approach to battling and have gone old school with a kanto styled team, here it is:

    BLASTOISE @ Shell Bell
    Nature: Docile
    Hydro Pump
    Surf
    Protect
    Ice Beam
    (Im still new to EV training..)

    I normally would start the battle with my blastoise, Ide start with using Protect to see what moves my opponent is going to use against blastoise so I can quickly switch out if needed E.G - they use thunderbolt first turn.

    JOLTEON @ Focus Sash
    Nature: serious
    Hidden power (grass)
    thunder wave
    thunderbolt
    toxic

    Jolteon is one of my most trusted pokemon and i normally use him for taking thunder attacks as his ability is Volt Absorb.

    GENGAR @ Leftovers
    Nature: Brave
    Thunderbolt
    hypnosis
    psychic
    shadow ball

    Gengar is used mainly as a backup incase jolteon faints but he is quite usefull.

    VENUSAUR aka Brute Root @ Leftovers
    Nature: Rash
    Frenzy plant
    sleep powder
    sludge bomb
    earthquake

    I know that venusaur's speed is at a disadvantage so I try and either use sleep powder or if i have no other option, frenzy plant for a sure KO. Sludge bomb is for other grass types and works quite effectively against most pokemon, earthquake is just powerfull and useful at times because its unexpected..

    CHARIZARD @ Focus Sash
    Nature: Serious
    Roost
    Fly
    Flamethrower
    Heat wave

    My Charizard roost combo has been suprisingly sucessful and with its high speed it can deal heavy damage with heat wave, I know fly is a bad move to have but it has saved me a couple of times. Flamthrower is just there as a filler

    Well those are the five pokemon I use alot and i have had decent success with them, I have a wide range of pokemon to add as a sixth member and I mostly switch them around depending on my opponent. I would like to know your thoughts on how i could imporve movesets/stratagies etc and would like to know some ideas for a solid sixth member.

    Nice idea, though you could use a little work in executing it. For starters, you have almost entirely neutral natures on these pokes. I mean, at least they're not hurting them, but in the case of Gengar, you really are. You brought down Gengar's great speed and raised its unused attack stat. When you fix the Gengar's nature, go with Focus Blast over Psychic. The coverage goes together much better with Shadow Ball. Also, ditch Toxic on the Jolteon. It doesn't have the defenses to wait for it to work, anyway. Since you don't sound like you want to breed for it to have Baton Pass (its favorite way of getting out of Arena Trap), I guess I'd recommend either Reflect or Shadow Ball on it. On Blastoise, forget about having Hydro Pump AND Surf. Ditch one, possibly give it Rapid Spin. The Venusaur is begging you not to use Frenzy Plant on it if you're battling competitively. If it's in-game, go for it, just because it looks so cool. But Hyper Beam-style moves rarely help you as much as they just leave you open. The Charizard, I'd really recommend dumping Fly, as telegraphed move=move that will not usually connect with its intended target. Air Slash would be a better bet, and definitely get rid of one of the fire moves, preferably for Focus Blast or Dragon Pulse. Choice Specs go really well on Charizard. And of course, no Shell Bell. Shell Bell only sounds good until you find out how little of your health you can regain.
     
    BLASTOISE @ Shell Bell
    Nature: Docile
    Hydro Pump
    Surf
    Protect
    Ice Beam
    Shell Bell will be of little use to Blastoise since it will not be inflicting much damage during it's presence on the field with direct attacks. Leftovers is a better choice for walls with average or below average offensives. Docile and neutral natures are a heavy no. It would rather have a boost in one stat than have no boost at all. Hydropump is terrible on walling Pokemon unless it is necessary for a certain amount of turns to KO a threat. It is bad because it misses often and has only a maximum of 8PP. Please get rid of it. Instead of Hydropump, Rapid Spin or Toxic or Yawn could be useful at times. Toxic and Yawn are good for inducing status and shuffling at once. Rapid Spin is to spin away Spikes / Stealth Rock. Rapid Spin is a must over protect seeing as you have a Focus Sash'd Charizard and Jolteon on your team. Stealth rock alone will take out 50% of Charizard's health on the switch in and ruins Focus Sash. Bold to boost its Defense stat, it doesn't even use its Attack stat.


    Blastoise @ Leftovers
    Trait: Torrent
    Nature: Bold
    EVs: 252 HP / 200 Defense / 56 SDefense
    - Surf
    - Toxic / Yawn
    - Rapid Spin
    - Icebeam

    JOLTEON @ Focus Sash
    Nature: serious
    Hidden power (grass)
    thunder wave
    thunderbolt
    toxic
    Not many trainers would use an electric type move when they already know Jolteon has Volt Absorb. Focus Sash is completely ruined by Spikes, Stealth Rock, and certain weather conditions, making it frowned upon. Another thing would be that Jolteon should be a Baton Passer, not a full-edge'd sweeper. Toxic is too risky for Jolteon as it can't take a hit. Thunder Wave has its usability downed because Jolteon can outrun all the Pokemon besides Ninjask already. Again, Neutral natures are bad. Hidden Power [GRASS] seems a bit random. Hidden Power [ICE] would be better for the coverage. Jolteon uses Substitute and sometimes Agility so it can be Baton Pass'd to another Pokemon to sweep.


    Jolteon @ Leftovers
    Trait: Volt Absorb
    Nature: Timid
    Evs: 252 Sp.Atk / 252 Speed / 4 HP
    - Thunderbolt
    - Hidden Power [ICE] / Yawn
    - Substitute
    - Baton Pass

    GENGAR @ Leftovers
    Nature: Brave
    Thunderbolt
    hypnosis
    psychic
    shadow ball
    Leftovers on Gengar? It won't be taking enough hits for Leftovers to be made useful. Life Orb will increase it's offensives dramatically with a small cost of HP, which Gengar finds of little importance. Psychic has terrible coverage and will not help Gengar in any way. Focus Blast will allow it to have a bigger coverage pool. Fighting and Ghost have a wide coverage range, and is sure to be useful. Brave is possibly the worst nature that Gengar could have. You're lowering its most useful stat while increasing a stat that is poor and that Gengar doesn't even use! Timid nature, please.


    Gengar @ Life Orb
    Trait: Levitate
    Nature: Timid
    Evs: 252 Sp.Atk / 252 Speed / 4 HP
    - Shadow Ball
    - Thunderbolt
    - Hypnosis
    - Focus Blast

    VENUSAUR aka Brute Root @ Leftovers
    Nature: Rash
    Frenzy plant
    sleep powder
    sludge bomb
    earthquake
    Earthquake is unexpected? Earthquake is possibly the most expected move in the whole game, its extremely common. I suppose Black Sludge would be a nice item to counter TrickSpecs users. Frenzy Plant isn't a KO, it's a deadweight. What if it doesn't KO (most of the time it won't)? It allows the opponent to set up and sweep Venusaur right out of its glory days. You do realize that Frenzy Plant is 75 Base Power per turn, not to mention the trapping and recharge turn that it spends afterwards? It's a terrible move. Also, lowering its Sp.Defense stat is really contradicting what you said about making up for its Speed. Earthquake shouldn't be used with that Attack stat.

    Venusaur @ Black Sludge
    Trait: Overgrow
    Nature: Bold
    EVs: 252 HP / 252 Sp.Defense / 4 Sp.Atk
    - Energy Ball
    - Hidden Power [ICE / FIRE] / Sludge Bomb / Substitute
    - Sleep Powder
    - Leech Seed

    CHARIZARD @ Focus Sash
    Nature: Serious
    Roost
    Fly
    Flamethrower
    Heat wave
    Focus Sash isn't going to work with the number of Stealth Rockers and weather teams going around. Two fire moves is terribly illogical, as you only need one to get the same amount of coverage you get from both of them. How many neutral natures are you going to have? Fly is a terrible move, it allows the opponent to switch out / set up on the turn you escape the battlefield. Charizard also will not be taking any hits with a x4 Stealth Rock weakness and dismal defenses, making Roost useless.

    Charizard @ Life Orb
    Trait: Blaze
    Nature: Naiive
    Evs: 252 Sp.Atk / 252 Speed / 4 HP
    - Flamethrower
    - Air Slash
    - Focus Blast
    - Dragon Pulse / Hidden power [ICE]
     
    @ Blastoise: Consider using the extremely annoying counter/mirror coat Blastoise. The moveset on yours is a little too generic, and Blastoise really won't be killing much all on his own. Change his nature as well to give him more special defense if you want him taking more t-bolts and energy balls.

    @Jolteon: Not a huge fan of this moveset, but it looks pretty good. I'd scrap toxic for something more useful, and give him a nature to raise his speed or special attack.

    @Gengar: I run a Gengar on my main team -- go with modest or timid. I have a timid one that holds a focus sash... so it usually plays out like this... Gengar 1HKO's one Pokemon. Attacks their second, it lives, he gets nailed, survives by 1HP, kills them with 1HP remaining. For their 3rd Pokemon, I destiny bond for those who allow it (it's banned in some cases) thus knocking out half their team with one Pokemon at the cost of one. Here's a moveset for him...

    Shadow ball
    Energy ball
    Thunderbolt
    Destiny Bond (when allowed, otherwise replace it with something else)

    @Venusaur: The moveset posted above me is very good, go with that.

    @Charizard: Above moveset is good.

    Get a 6th Poke, maybe Lax if you want a good 1st gen Pokemon.
     
    I have taken a different approach to battling and have gone old school with a kanto styled team, here it is:

    BLASTOISE @ Leftovers
    Nature: Bold
    252 HP/252 def/4 SpA
    Surf
    Rapid Spin
    Toxic/Yawn
    Ice Beam/Rest/Protect

    I normally would start the battle with my blastoise, Ide start with using Protect to see what moves my opponent is going to use against blastoise so I can quickly switch out if needed E.G - they use thunderbolt first turn.
    Consider this guy's moveset. It has gotten me out of trouble countless times in UU battles. Personally I use Rest and Yawn but it doesn't matter that much. Change it's nature to something beneficial. Also, two water moves isn't helping anything.

    JOLTEON @ Leftovers
    Nature: Timid
    252 SpA/252 spe/4 HP
    Hidden power [Grass/Ice]
    Substitute
    Thunderbolt
    Baton Pass

    Jolteon is one of my most trusted pokemon and i normally use him for taking thunder attacks as his ability is Volt Absorb.
    Jolteon is way too frail to be using status moves. Consider a SubPassing strategy and also make this guy your lead so that he can scout while using Substitute.Again, change it's nature to something beneficial.

    GENGAR @ Wide Lens
    Nature: Timid
    252 SpA/252 spe/4 HP
    Thunderbolt
    Hypnosis
    Shadow ball
    Focus Blast

    Gengar is used mainly as a backup incase jolteon faints but he is quite usefull.
    Gengar doesn't need to be a backup. It is just as good as Jolteon. Consider Wide Lens on this guy to increase accuracy of Hypnosis and Focus Blast and you may also want to change Thunderbolt to something else because Jolteon has your Electric Types covered. Maybe consider Will-o-wisp for Double Status Moveset. Psychic is unneeded here. Why would you lower it's speed for it's unused attack stat?

    VENUSAUR aka Brute Root @ Leftovers
    Nature: Bold
    252 HP/252 SpD/4 spe
    Energy Ball/Grass Knot
    Sleep powder
    Sludge Bomb
    Leech Seed

    I know that venusaur's speed is at a disadvantage so I try and either use sleep powder or if i have no other option, frenzy plant for a sure KO. Sludge bomb is for other grass types and works quite effectively against most pokemon, earthquake is just powerfull and useful at times because its unexpected..
    First of all, Hyper Beam and all other similar moves(Frenzy Plant,Hydro Cannon, Blast Burn, Giga Impact)are a big NO. In reality it is 75 power over two turns and Energy Ball is better then that anyway! Grass Knot for bulky walls(Swampert, Hippowdon I'm looking at you). Replace Earthquake with Leech Seed and change the nature from something terrible to something beneficial.

    CHARIZARD @ Expert Belt
    Nature: Adamant
    252 atk/252 spe/4 HP
    Swords Dance/Dragon Dance
    Dragon Claw
    Earthquake
    Flare Blitz

    My Charizard roost combo has been suprisingly sucessful and with its high speed it can deal heavy damage with heat wave, I know fly is a bad move to have but it has saved me a couple of times. Flamthrower is just there as a filler
    To start off, yet again you need a beneficial nature instead of a neutral nature. Yat again two fire moves is getting you nowhere. Anyway, onto the new moveset, fire and dragon type moves get at least a neutral hit on everything except Heatran, which you won't find in OU battles. That's why EQ is there. Expert Belt improves the super-effective hits by 1.5(correct me if i'm wrong) and Swords Dance/Dragon Dance is there to increase your hits even more. I use DD. Just like every other pokemon in your item choice is poor.

    Well those are the five pokemon I use alot and i have had decent success with them, I have a wide range of pokemon to add as a sixth member and I mostly switch them around depending on my opponent. I would like to know your thoughts on how i could imporve movesets/stratagies etc and would like to know some ideas for a solid sixth member.

    Edits in Bold.
    This team seriously needs to be rethought.
    P.S. You're missing a pokemon and I suggest Snorlax since your team is based on the Kanto region.
     
    Not that it helps the argument in anyway, but Frenzy Plant is actually 107.5BP each turn... some people are forgetting STAB

    But either way it should not be used.
     
    Not that it helps the argument in anyway, but Frenzy Plant is actually 107.5BP each turn... some people are forgetting STAB

    But either way it should not be used.

    Actually, no one forgot. No one includes STAB in the base power when just comparing moves. That's why Energy Ball would just be 80 base power instead of 120.

    And Expert Belt doesn't give 1.5 boosts, I don't think. I'm pretty sure it's like, 1.2 or something like that.
     
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