JOSHIKINZ_94
The crusader
- 60
- Posts
- 15
- Years
- Seen Dec 26, 2010
6 Pokes. 1 Team.
I generally find the UU tier more entertaining than the OU. So I decided to watch a few shoddy battles on different servers, and get some ideas. This is pretty much an offensive team with some support here and there. All comments and critics will be taken into account provided a valid reason is given. Thanks for your help:)
Team at a glance:
cloyster, hitmontop, houndoom, mismaguis, venasaur, altaria
A closer look:
Cloyster (M) @ leftovers
Ability: shell armour
Evs: 252 HP/4 ATK/252 SP.DEF
careful
-ice shard
-rapid spin
-spikes
-explosion
This is my lead spiker. Pretty simple really, just set up spikes and spin away the opponents rocks and spikes. Ice shard for priority, and explosion to take out or largely dent the opponents pokemon.
Hitmontop (M) @ leftovers
Ability: intimidate
Evs: 252 HP/252 ATK/4 def
Adamant
-rapid spin
-foresight
-close combat
-sucker punch
My second rapid spinner and a kind of supporting poke for my team. Foresight for the likes of frosslass and spirit, but the former being 2HKO'd by stone edge and having to switch out for the latter. Is also my physical sweeper when needed. Can really help me out when I need it.
Houndoom (M) @ life orb
Ability: flash fire
Evs: 4 ATK/252 SP.ATK/
Modest
-dark pulse
-hidden power (grass)
-flamethrower
-nasty plot
My special sweeper, and a very fun set. Come in on a weak attack or something houndoom forces out, and then nasty plot on the switch. After that, a +2 life orb STAB boosted flamethrower or dark pulse will be leaving some dents in the opponents team. Is somewhat limited in how long its lifespan in play is, and that can sometimes become a hinderance. Has some good synergy with hitmontop and venasaur, where I can switch in to psychic attacks aimed at the former and the latter, switch in and gain a flash fire boost from fire attacks aimed at venasaur, and if threatened by ground attacks I can switch to mismagius.
Mismagius (F) @ leftovers
Ability: levitate
Evs: 252 HP/60 SPD/ 196 SP.DEF
Calm
-hidden power (fighting)
-shadow ball
-will-o-wisp
-pain split
This is my bulky mis set, and it does a respectable job. Normally switches in when venasaur is threatened by a psychic attack or when houndoom is threatened with a ground attack. I come in, normally expect the opponent to switch to a physical counter( which they do), and burn it. Hidden power fighting for the likes of absol, shadow ball for consistent STAB, and pain split for a semi-recovery move. If I cannot handle said dark types, I switch over to hitmontop to take care of business.
Venasaur (M) @ life orb
Ability: overgrow
Evs: 52 HP/4 DEF/252 SP.ATK/200 SPD
Timid
-leaf storm
-sludge bomb
-sleep powder
-hidden power (ground)
My kind-of main star on the team. Many will expect a SD version and then get shocked to see their being hit by a sludge bomb or leaf storm or hidden power. Absorbs toxic spikes set by an all too seen enemy drapion, and can proceed to kill it with hidden power ground. Sludge bomb for opposing grass types who think they will be able to wall, and sleep powder to spread some status and give me a free turn.
Altaria (M) @ leftovers
Ability: natural cure
Evs: 252 hp/200 DEF/56 SP.DEF
Calm
-dragon pulse
-flamethrower
-heal bell
-roost
The cleric of my team. Roost for survivability, heal bell for the usual purposes of healing status my team may have. Dragon pulse for STAB and flamethrower for coverage.
PROBLEMS
-priority. I simply don't have it, so I may lose out on decisive times in a battle
-prediction. If I don't predict my switches right with this team, then it could spell game over for me
Thanks for all your help guys, it is much appreciated.
I generally find the UU tier more entertaining than the OU. So I decided to watch a few shoddy battles on different servers, and get some ideas. This is pretty much an offensive team with some support here and there. All comments and critics will be taken into account provided a valid reason is given. Thanks for your help:)
Team at a glance:
cloyster, hitmontop, houndoom, mismaguis, venasaur, altaria
A closer look:
Cloyster (M) @ leftovers
Ability: shell armour
Evs: 252 HP/4 ATK/252 SP.DEF
careful
-ice shard
-rapid spin
-spikes
-explosion
This is my lead spiker. Pretty simple really, just set up spikes and spin away the opponents rocks and spikes. Ice shard for priority, and explosion to take out or largely dent the opponents pokemon.
Hitmontop (M) @ leftovers
Ability: intimidate
Evs: 252 HP/252 ATK/4 def
Adamant
-rapid spin
-foresight
-close combat
-sucker punch
My second rapid spinner and a kind of supporting poke for my team. Foresight for the likes of frosslass and spirit, but the former being 2HKO'd by stone edge and having to switch out for the latter. Is also my physical sweeper when needed. Can really help me out when I need it.
Houndoom (M) @ life orb
Ability: flash fire
Evs: 4 ATK/252 SP.ATK/
Modest
-dark pulse
-hidden power (grass)
-flamethrower
-nasty plot
My special sweeper, and a very fun set. Come in on a weak attack or something houndoom forces out, and then nasty plot on the switch. After that, a +2 life orb STAB boosted flamethrower or dark pulse will be leaving some dents in the opponents team. Is somewhat limited in how long its lifespan in play is, and that can sometimes become a hinderance. Has some good synergy with hitmontop and venasaur, where I can switch in to psychic attacks aimed at the former and the latter, switch in and gain a flash fire boost from fire attacks aimed at venasaur, and if threatened by ground attacks I can switch to mismagius.
Mismagius (F) @ leftovers
Ability: levitate
Evs: 252 HP/60 SPD/ 196 SP.DEF
Calm
-hidden power (fighting)
-shadow ball
-will-o-wisp
-pain split
This is my bulky mis set, and it does a respectable job. Normally switches in when venasaur is threatened by a psychic attack or when houndoom is threatened with a ground attack. I come in, normally expect the opponent to switch to a physical counter( which they do), and burn it. Hidden power fighting for the likes of absol, shadow ball for consistent STAB, and pain split for a semi-recovery move. If I cannot handle said dark types, I switch over to hitmontop to take care of business.
Venasaur (M) @ life orb
Ability: overgrow
Evs: 52 HP/4 DEF/252 SP.ATK/200 SPD
Timid
-leaf storm
-sludge bomb
-sleep powder
-hidden power (ground)
My kind-of main star on the team. Many will expect a SD version and then get shocked to see their being hit by a sludge bomb or leaf storm or hidden power. Absorbs toxic spikes set by an all too seen enemy drapion, and can proceed to kill it with hidden power ground. Sludge bomb for opposing grass types who think they will be able to wall, and sleep powder to spread some status and give me a free turn.
Altaria (M) @ leftovers
Ability: natural cure
Evs: 252 hp/200 DEF/56 SP.DEF
Calm
-dragon pulse
-flamethrower
-heal bell
-roost
The cleric of my team. Roost for survivability, heal bell for the usual purposes of healing status my team may have. Dragon pulse for STAB and flamethrower for coverage.
PROBLEMS
-priority. I simply don't have it, so I may lose out on decisive times in a battle
-prediction. If I don't predict my switches right with this team, then it could spell game over for me
Thanks for all your help guys, it is much appreciated.
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