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Need some help with my team

  • 29
    Posts
    20
    Years
    • Seen Oct 17, 2004
    testing out a new team. not quite sure what to do with the ev's and some of the natures.

    Alakazam@lum
    [timid]
    252 speed, 252 sp.att, 6hp
    calm mind
    t-punch
    i-punch
    psychic

    Crobat@lum/choice band?
    [jolly]
    252 speed, 252 attack, 6hp
    shadow ball
    sludge bomb
    aerial ace
    quick attack

    Clefable@leftovers
    [?]
    252hp, not sure about the rest
    calm mind
    i-beam
    t-bolt
    softboiled

    Swampert@leftovers
    [?]
    not sure about ev's
    curse
    eq
    rock slide
    rest

    Feraligatr@leftovers
    [?]
    need ev help again :/
    roar
    surf
    toxic
    seismic toss

    Cacturne@?
    [?]
    ev's again . . . not sure
    leech seed
    sub
    needle arm/ seismic toss?
    spikes
     
    Alakazam - seems fine to me

    Crobat - Standard, so no worries

    Clefable - Try 252 Sp Att, 129 Sp Def, 129 HP, just my personal taste. Still vunerable to Toxic either way.

    Swampert - Ah, ye olde Cursepert. Looking at 170 HP, 170 Att, 170 Def, feel free to adjust a little on your preference.

    Feraligatr - What are you doing to poor Feraligatr? Give him some decent attacks for goodness sake...

    Feraligatr@Liechi Berry
    EV: 252 Att, 252 Def, 6 Sp Def
    Rain Dance
    Toxic
    HP Bug
    Brick Break

    Rain Dance to protect Feraligatr and Swampert from Sunnybeamers, fake them into thinking you're a Special Sweeper.

    Cacturne - looking at 252 Sp Att, 252 Speed, 6 Def. Cacturne dies to too many things, so I'm not sure if your set up will help him at all. Give Leftovers for item.
     
    Alakazam- fine

    Crobat- if you want, change aerial ace to HP Flying for 10 higher power, but this means sacrificing one speed, making you ALWAYS slower than Aerodactyl and Jolteon, instead of 50/50.

    Clefable- I personally liked hp, sp.atk or def, and sp.def. Personally, I treated it as a special sponge so I didn't give it any def, and just hp, sp.def with minor sp.atk plus calm nature. It can flex a little

    Swampert- err... never good with him because its EVs require such awkward setup. Also, I strongly recommand you not to use cursepert because it's rather vulnerable to many things, and it doesn't have the endurance of Snorlax to make it as good. Ditch curse for ice beam. You don't need too much sp.atk on it to make ice beam useful. It's there because Salamence is everywhere. EV I recommand Hp, atk, def, with a minus speed, attack boost nature.

    Feraligatr- strongly recommand ditching this thing unless you really want to use him. He's by far the worst of the 9 starters along with Thyplosion. Whatever Feraligatr can do, Swampert can do it. =/ However, if you insist...

    Feraligatr- [atk + / speed -] @ leftovers
    EV: hp max, def, atk
    -counter
    -brick break/dynamicpunch (to risk or not to risk, that is your question)
    -hydro pump (NOT surf)
    -roar

    Not like it's a good pseudohazer, but you need one somehow... Hydro pump instead of surf, because you got no stats or time for surf. Go with hydro for 2HKO hopefully. Surf will gurantee 3HKO most of the time, and you don't have that extra turn for such "safety measures."

    Cacturne- you can take destiny bond over needle arm so either you take down the opponent, or they allow you to use leech seed to heal up again. But then you're risking being messed over by sub. Otherwise, use seismic toss, not needle arm so you can spare EVs into max hp, and boost ONE of the 2 defenses to the max (you'll die trying to make Cacturne capable of withstanding both types of attacks).
     
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