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Okay, I have decided the results of the team-building competition. Here are the teams as I received them:
Team A:
Spoiler:
In a galaxy far far away, a new evil would appear which would unite the forces of both good and evil Pokemon! The threat of a Mr. Gary Oak once had tampered with the dark side as he was growing up, wanting to be better than Ash he would do anything to gain power. Feeling betrayed not only by his cheerleaders, but by his own grandpa Gary would become a menace if not stopped. With one final hope, Ash Ketchum would create one super team to defeat the evil clutches of Gary. Carefully selecting his Pokemon, and spending eons thinking and training the final result would be:
Little R2 was always willing to help his friends when they were in a bind. Being the lead of the team, he would first go out in an attempt to set up spikes at the beginning of the game, and reflect for support. From there, Ash would normally return R2 later to set up reflect again as needed. Play Rough would also come in handy for Dragon types.
Along with Chewy, Darth Vader would be the center of the team. Equipped with Charizardite X to not him make him badass and give him the power of the dark side, but to make him powerful and an attacker. Set up DD a turn or two, and he can sweep teams.
Master Yoda not only was a powerful character in Star Wars, but also a generous ones. He was willing to take a step back and help the younger padawans, and that is what Celebi does. Heh as recover if he is in trouble but the main goal of Celebi on the team is to try to be tanky, and set up Nasty Plot to give over to Tyranitar, Landorus or Charizard.
This is one of the main Pokmon, Celebi tries to set up. With BP Chewy can sweep entire teams. Also gave him choice scarf so he is literally faster than any Pokemon on the other team.
Count Dooku (Landorus-Therian) @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Count Dooku was a menace in Episodes 2-3 and that is the point of Landorus-Therian. I put him in the reduce opponent's attack and try to set up Stealth Rock. From there I either attack or U-turn back and go from there.
Finally, the support of the team. Princess Leia was always helping others out, but could pack punch herself when in a tight jam. This is the point of Starmie, the get rid of Stealth Rock/Spikes/Sticky Web with Rapid Spin and attack with HP or TB. Starmie can also be good if Celebi sets her up.
Mega Aerodactyl is the Mega of choice and functions as the lategame cleaner/win condition. Hone Claws allows it to boost its only decent offensive presence while also booting the accuracy of both Stone Edge and Aqua Tail. Its high Speed tier allows Aero to deal with Serperior (and other Grass types) and thanks to its typing handle Talonflame and Tornadus-T.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Thunder Wave
- Leech Seed
- Gyro Ball
- Power Whip
Ferrothorn allows the team to deal with opposing Rain teams better. Power Whip deals a lot of damage to opposing Water types like Mega Swampert who outspeed the team in Rain and Thunder Wave slows down opposing Setup Sweepers and Scarfers. Thanks to its Grass typing Ferrothorn can also absorb Spore.
Keldeo functions as another wallbreaker, taking on Steel types like Heatran, while also getting rid of Ground types. Life Orb allows it to switch moves, which is especially helpful in conbination with Taunt, which helps preventing opposing Pokemon from setting up SR while also shutting down opposing walls. Furthermore Keldeo deals with Bisharp and Weavile, both of which having access to priority moves that can wear down Aero pretty quickly.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
Lando-T is the SR setter of the team. U-turn gives the team some more momentum and with its access to Intimidate Lando can check some physical offensive threats like DD ZardX and bring in Aero more safely. Knock Off is for utility and helps getting rid of Scarf'd threats as a lot of them are able to outspeed Aero.
Lando also works as the Sand check of the team, especially Sand Rush Excadrill comes to mind, which cannot be slowed down by Thunder Wave.
As a revenge killer Aero needs to come in pretty often and its weakness to SR in combination with the lack of Roost lets it get worn down quite easily. Latias solves that issue as it provides a way to get rid of entry hazards while also giving its team partners more longevitability through Healing Wish, which also heals potential burns and paralysis. It also pairs well with Keldeo, which takes care of Bisharp.
Furthermore Latias checks faster Electric types like Thundurus and Mega Manectric.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Clefable acts as a second win condition, while also absorbing status, which combined with its Fairy typing allows it to set up on stall and most importantly beat Mega Sableye. Flamethrower hits Metagross (and Magnezone) on the switch-in, giving the team a better chance to deal with it.
Threats:
- Scarf Kyurem-B + Magnezone
Scarf Kyurem-B with the moves Fusion Bolt, Ice Beam, Iron Head and Dragon Claw easily beats four of the six Pokemon leaving only Ferrothorn and Clefable, both of which being taken care of by Magnezone, which can also absorb Thunder Wave.
To deal with it, having SR up as soon as possible is neccessary in order to wear Kyurem-B down.
- Rain + Magnezone
As Ferrothorn acts as the Rain check of the team, if it gets trapped and removed by Magnezone, Rain is going to have an easy time dealing with the rest of the team, specifically Kingdra, which outspeeds everything under Rain, and Mega Swampert.
One way to prevent Magnezone trapping Ferrothorn is by replacing Leftovers with Shed Shell, though that also takes away some more of Ferrothorn's healing capabilities, while also pressuring Latias into Healing Wish more.
- Ice coverage
With half the team being weak to Ice type attacks, any Pokemon with an Ice move that can take a hit is going to be an issue. Most notably is Mega Metagross which not only gets Ice Punch, but also STAB Steel for Clefable and Aerodactyl, Hammerarm for Ferrothorn and Zen Headbutt for Keldeo.
Mega Metagross specifically needs to be played around carefully. Paralyzing it with Thunder Wave, Switching in Landorus-T on a move that's not Ice Punch, to take advantage of Intimidate while also doing damage through Rocky Helmet and baiting it with Flamethrower Clefable are some of the better methods to deal with it.
1. Team A: First off, nice production value on the team. Moving along to the content, this team is a very standard Charizard X build, and it is mostly solid. It's pretty weak to Sand--Landorus cannot hold up forever, especially if Excadrill is SD in which case the game is pretty much over from team preview--but its other match-ups are at least decent. It's a bit stall weak but has some nice tools against those builds. Landorus and Starmie are both solid in the hazard game even against Sableye-Mega, if only for a short while, and Celebi's Baton Pass puts a lot of pressure on stalls that don't pack Quagsire. Celebi was a cool little touch of creativity that I appreciated. In terms of weaknesses, Bisharp is a bit of an issue. The EVs could use some tweaking and specialization on Charizard X and Klefki. Otherwise, this is a pretty solid, if unspectacular team. In the final analysis, I gave it:
Effectiveness: 8/10
Creativity: 6/10
Total Score: 14/20
2. Team B: This team is reasonably effective, but I found two major issues with it. The first is that it is really easy to wear down. Laddering with it, I found that I had to win fast, win with Clefable, or not win at all. The second is related, and it's that this team is really stall weak. Unaware shuts down Aerodactyl, Keldeo can only do so much and is usually very well prepared for by stall, and Clefable needs superior breaking to successfully act as a win condition. I don't want to overstate the weaknesses though, because this is using a very standard bulky offense core of Lati/Lando/Keld, with the hardly-uncommon Ferrothorn and Clefable adding further support. (Don't forget to set Ferrothorn's Speed IV to 0!) I have seen a ton of teams almost exactly like this one, and besides the choice of Aerodactyl--which isn't supported with enough breaking to begin with--it is super standard. All that said, these Pokemon are standard for a reason, and it wasn't exactly hard to outplay many people on the mid ladder with the team. A team that gives its player the tools to win is all you really ask for, so while it has some weak points, it's still pretty solid overall, and definitely not a build to be ashamed of. My ratings were:
Effectiveness: 7/10
Creativity: 5/10
Total Score: 12/20
3. Team D: This was probably the most creative team I received, but I found it very difficult to use. The triple Ground-type synergy was very lacking. To give an example, I played a pretty poor low ladder player in this battle, and I felt like there wasn't much I could do. Everything gets worn down and nothing can take status. I ran into a Mew in another battle and just didn't have any options against it. I found Pokemon like Skarmory to be next to impossible to kill. The weakness of this build is that the Chomp/Lando/Hippo slots needed to be compressed into two Pokemon, probably with a different choice over Landorus-T (even though that set was actually pretty fun in a vacuum). That probably needed to be SD Excadrill. Klefki is a bit overloaded and can lose in the long game (see the Scarf Mismagius sequence), and without it, the speed control can break down a bit because Starmie and Serperior can't switch into anything. Overall, I liked the idea, and Garchomp-Mega is intriguing, but for me the execution was a bit lacking. Here is what I gave this team:
Effectiveness: 5/10
Creativity: 7/10
Total Score: 12/20
This ties with Team B, but I decided to award the tiebreak to Team B because, at the end of the day, it's the better team.
4. Team C: This team was very lacking in my opinion. I don't want to be too harsh, but it felt like it hadn't really been tested. A microcosm of my experience laddering with this team was this replay where I easily tossed aside a low ladder scrub (the Heal Bell play was a misclick), only to find that I had literally nothing for Chansey. I just had to derp around and PP stall it. Needless to say, stall is a big issue for this team. I found other match-ups to be difficult to play around, even on the low ladder. Gyarados-Mega/Magnezone/Latias (Healing Wish) is a nice core, but it also provides no speed control and spotty initial power. I was intrigued by Clefable and Celebi but thought their roles needed to be compressed into one team slot. Hoopa is a niche check to a few things, but what this team really needs is to steal a Ground-type from Team D and to diversify the defensive core. I might sound like a broken record with speed control, but moving first is often as important to team defense as defenses themselves are. This is why priority is so useful--it gives the player more leeway in battle to take more risks and not constantly be preserving defensive Pokemon and ceding momentum. This team just didn't have that utility, which is especially apparent when you begin to search for answers against Pokemon that devastate this squad like Charizard X and Talonflame. In short, this just wasn't a very good team. There are some neat ideas underneath, but it needs fleshed out more. My final scores for this team were:
Effectiveness: 4/10
Creativity: 6/10
Total Score: 10/20
And just to follow up, if the people who made these teams want any advice on how to make them better or improve their building process in any way, I'm happy to help! I can also give more extended commentary and provide a few more replays if anyone wants them. Especially with no direction other than "build a team," these weren't bad at all.
I won against Elektra Heart in some really good games. Sorry about the first round, but thankfully we were able to get these in pretty quickly! Thanks for battling, Elektra Heart, it was a lot of fun.
And just to follow up, if the people who made these teams want any advice on how to make them better or improve their building process in any way, I'm happy to help! I can also give more extended commentary and provide a few more replays if anyone wants them. Especially with no direction other than "build a team," these weren't bad at all.
I'd like to keep anything further regarding my team, to be left private, because...well, I'd like to continue using it for a bit.
Though, it would also be cool if we had something that everyone could use as a reference to learn from. Could even be another new Off-Season event of some sorts.
my internet is currently a wreck (I was able to get on Showdown briefly a moment ago, but that quickly died), so if d00f and I can't complete our battle today, I'd like to request that the activity win go to him. kthxbai
edit: goodness, my internet was a struggle, but somehow I pulled through
The deadline for this was yesterday but I left it open due to a few people having internet issues. I will be closing this and announcing the results at midnight tonight so get your matches in if possible. Thanks!
Thanks to everyone who competed in this! I have updated the OP with the final results. Any round two matches that did not get completed, I did a coin flip decision on them with two point deductions for any incomplete match, just as in round one. I would like to congratulate Majestic Milotics as our PCL Hunger Games champion!
Final Rankings:
Black Magic: 22 points [t-Third Place]
Ghosts of Perdition: 26 points [Second Place]
Majestic Milotics: 28 points [First Place!]
Team Orb: 22 points [t-Third Place]