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OU Blueprints: Team Charge

IcePyro

I'll just not say anything
  • 207
    Posts
    16
    Years
    Team Charge


    This teams name is not as it implies. If you are thinking that this is an electric-type based team, then nope, you're wrong. I composed this team out of boredom in school. Yeah, I think I failed a couple of my quizzes today because my mind was on pokemon, but hey, if this team has any weaknesses, then feel free to point it out. I can't stand a weak team. Again, this was made in school, so there are probably a few mistakes here and there.

    Aerodactyl@ Focus Sash
    Pressure
    Jolly Nature
    6 HP/ 252 Atk/ 252 Spd
    ~Taunt
    ~Stealth Rock
    ~Earthquake
    ~Rock Slide

    I have this guy set to Taunt so the opponent can't Stealth Rock me, Stealth Rock to obviously set up for the next few opponents that come in (limiting their switching. YES!). Earthquake is its bulky attack in case something threatens it. Rock Slide helps if you see a Gyrados or Salamence this early. Focus Sash so that they can't take me out before I Stealth Rock the opponent.


    Alakazam@ Choice Scarf
    Synchronize
    Modest Nature
    252 Sp. Atk/ 6 Sp.Def/ 252 Spd
    ~Psychic
    ~Hidden Power Ice
    ~Focus Blast
    ~Trick

    Hehehe. I love this guy. With his choice scarf, he can either blow up the opponent with Focus Blast, or settle for something less, like Trick (definitely if a Blissey comes in). Psychic is the usual attack here, destroying Gengars before they can even attack. HP Ice ensures Salmence doesn't interfere, Focus Blast to destroy walls and other potential threats like a Porygon-Z because it has the potential to outspeed this guy. Trick is of course, to get rid of the scarf and get something like Leftovers or Life Orb. His main weakness is Stealth Rock. With the band, he's going to have to keep coming in and out. Thank god he has Trick though.

    Rhyperior@ Leftovers
    Solid Rock
    Adamant Nature
    132 HP/ 192 Atk/ 18 Sp. Def/ 168 Spd
    ~Substitute
    ~Swords Dance
    ~Stone Edge
    ~Earthquake

    Standard SubDance Rhyperior. Leftovers repair any tidbits of damage is left over from a pathetic Poison Jab or something. Substitute will cover many other things than just cover to use Swords Dance. Stone Edge and Earthquake do well being a STAB combo. This guy is only good for a few turns, seeing as the Water and Grass types both to enormous damage on him.

    Dusknoir@ Leftovers
    Pressure
    Impish Nature
    252 HP/ 252 Def/ 6 Sp.Def
    ~Will-O-Wisp
    ~Fire Punch
    ~Thunder Punch
    ~Pain Split

    A pretty good tank here. Gotta keep him lasting seeing as he's the only major defensive man here. He has Pain Split to help him with that. I suddenly chose Thunder Punch over the Ice variable because there is no way i'm letting Gyrados slip by this team. WoW helps alot here seeing as it shortens the opponents last in the battle by sapping strength from the opponent, and i'm glad that with this guy, the burn does more than leftovers can heal. Not much to be said about his Fre Punch though.

    Toxicroak@ Life Orb
    Dry Skin
    Jolly Nature
    252 Atk/ 6 Def/ 252 Spd
    ~Swords Dance
    ~Cross Chop
    ~Stone Edge
    ~Rain Dance

    This is quite a funny mixture here. I fused together a Rain Dance and a Swords set of this guy and viola! Dry Skin is a postive factor unless some random guy comes in here with Solarbeam (which thankfully I don't see around here much anymore), and starts to Sunny Day here. Life Orb is an awesome item to have, seeing as it saps 10% of my HP, but using Rain Dance will change that, with Dry Skin replenishing 12.5% of his total HP. Swords Dance will set up for me to use my attacks to crush the opponents, Cross Chop has low accuracy, but with the help of Swords Dance, it will blow the opposition away when it hits. Stone Edge helps because again, when it hits, it has the potential to do MASSIVE damage.

    Azelf@ Life Orb
    Levitate
    Naive Nature
    38 Atk/ 252 Sp.Atk/ 220 Spd
    ~Explosion
    ~Psychic
    ~Flamethrower
    ~Thunder Wave

    He'll blow up a few opponents (no pun intended), Psychic and Flamethrower can get him far. Unfortunately, if a Dark type comes rolling along I have only one option. EXPLOSION! T-Wave will help if a speedy sweeper like Ninjask (oh no!) comes along to deal some damage. I only hope he doesn't need to use Explosion unless in dire needs.
    Yet again, he uses a Life Orb.


    Dusknoir and Alakazam are my heroes. Alakazam has the brains and Dusknoir has the firepower. I was reluctant to put Dusknoir on my team (Now i'm regretting buying the new mystery dungeons), but I figured that being upset over a game was overrated. I was also wondering wheteher I should put a Ninjask on here instead of something.
     
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