• Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • It's time to vote for your favorite Pokémon Battle Revolution protagonist in our new weekly protagonist poll! Click here to cast your vote and let us know which PBR protagonist you like most.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Potential NB Team, Help/Advice/Flaming

Status
Not open for further replies.

Onimusha

King of the World
  • 105
    Posts
    21
    Years
    I've been using UUs/BLs on NB lately and versus OUs, it ... hasn't quite worked out to good (It does good versus some but not on a high enough ratio. Wall teams ****ed it up ten-fold where I'd end up with 6-0s)

    Anyway, I'll spare myself the embarassment of stating personalities/EVs and get you guys to help me out with them
    ________________________________

    1)

    Ninjask@Choice Band
    ~ Speed Boost

    HP Ground
    Shadow Ball
    Silver Wind
    Ariel Ace

    Strikes me as an Ok lead. KOs (I assume): Jolteons, Ninjasks, Alakazams (although they aren't likely leads), Psychics, Gengars and probably puts a hole in some other Pokemon. Jolly + Max Speed would be good for Jasks, but Adamant would be better for other situations, opinions?

    2)

    Magneton@Leftovers/Petaya Berry
    ~ Magnet Pull

    Thunderbolt
    Thunder Wave
    HP Fire/Ice
    Substitute/Metal Sound

    HP Fire is only good for Forretress and Steelix (since Thunderbolt does 142.5 Damage, beats Super Effective HP Fire) which is making me consider HP Ice for ground types. Substitute or Metal Sound will probs end up as fillers.

    I could also go with Gar or another anti-SkarmBliss in Magneton's place for more variety - Advice?

    Gengar@Lum Berry
    ~ Levitate

    Substitute/HP Grass
    Psychic/Thunderbolt
    Ice Punch
    Focus Punch

    Psychic or T-Bolt, I'll probs end up rotating them dependant on whether I expect Weezing or Skarmory. Ice Punch for anti-Sala, Focus Punch for obvious reasons. I dunno if Sub is neccesery since T-Wave is covered by Lum Berry, but if the Blissey has Ice Beam... Again, Advice?
    3)

    Skarmory@Leftovers
    ~ Sturdy

    HP Ground
    Toxic
    Spikes
    Whirlwind

    I keep coming by those annoying Baton Pass chains where it goes jask - Mime, which is why I want Whirlwind. Since HP Flying won't do much I'm liking the idea of HP Ground, since when I know my opponent has a Maggy I can catch them off guard with a HP Ground and then follow it up with a 2nd 1 for the KO *laughs at HT as he remembers how he done it to him*. I'd need alot of Speed EVs though to outrun the average Magneton and is that really worth it?

    I'm considering dropping the idea of Skarmory for Forry or Cloyster since Forry has better Attack (and a better attack to hit Maggy with) and Cloyster has the freedom to switch out.

    Forry/Cloyster@Leftovers
    ~ Sturdy/Shell Armour

    Rapid Spin
    Spikes
    Explosion
    Earthquake/Ice Beam

    ^ Again, advise if you suggest Forry/Cloyster > Skarmory.

    4)

    Dusclops@Leftovers
    ~ Pressure

    Substitute/Pain Split/Rest
    Will-o-Wisp
    Focus Punch/Seismic Toss
    Night Shade/Shadow Ball/Pain Split

    Spike Blocker and Tank. With some Attack EVs I could make him an anti-Bliss with SubPunch (and Sub would be helpful since I don't intend to have a cleric) but then again, do I really wanna put EVs into Attack and remove them from my Defs? I need an anti-Bliss since I've got Skarm covering me for Skarm

    5)

    Vaporeon/Lapras@Leftovers
    ~ Water Absorb

    Ice Beam
    Surf/Thunderbolt
    Haze/Roar
    Wish/Rest/Substitute

    Both Pras and Vaporeon have their advantages so I'm undecided on who to use as a Special Wall-P/Hazer

    or

    Venusaur@Leftovers
    ~ Overgrow

    HP Grass/Sludge Bomb
    Leech Seed
    Substitute
    Sleep Powder

    A set most of us know and anyone who's faced it probably hates. Since Pras/Vap would probably become an anti-Cune I'm tempted to use this since it "supposedly" is an anti-Cune set *still unsure of how this works versus Ice Beam*

    6)

    This is where I'm undecided. I could go with Espyjump (but that wouldn't do much for sweeping) but then I wouldn't have much in the way of Special offense (unless you count whichever Poke I choose for slot two). Advice here?

    There! Look what armies of Skarm/Weez-Bliss/Lax have driven me to. Asking for advice *curls away in shame*
     
    Let's see. I'd rather know the EVs since they are very important.

    Ninjask - immediately your opponent will upon seeing Jask switch to a hazer/pseudohazer, and this is when you immediately catch them offguard. Adamant nature, since you're gonna be going first anyway while they switch, and then one round later you're automatically faster than even Deoxys-E (minus Extremespeed of course). I like HP Rock over HP Ground though for Jask, means you can take down Aero/other fliers easier (but an Intimidate switch in can screw you over, once they realise you're a CBer). Overall, it works as a nice surprise, so be surprising!
    EV/Nature: Adamant; max Speed/Attack

    Magneton - HP Fire if you please. I'd rather have Metal Sound as well since it scares Blissey away (predict a switch in and watch the fun as they squeal in pain).
    Nature: +Def/Sp Att, - Att; EV: Sp Att, Def, minor Sp Def, minor HP

    Gengar - McIcegar is the most all-round set, but you can throw a few surprises in. Giga Drain over HP Grass if you use that. Leftovers over Lum.
    Nature: + Speed, - Att, EV: Speed, Sp Att, minor HP/Def/Sp Def

    Skarmory - aiming to take out Magneton means sacrificing too much of his defensive EVs, it's not really worth it IMO. Also, lose Toxic for HP Flying, and use Steel Wing over HP Ground, much more all round offensive coverage that way.
    Nature: + Def, - Sp Att; EV: HP, max Def, Att

    Forretress/Cloyster - I'd be tempted to use Cloyster, but he's easily vunerable to special attacks. With Dusclops as a Special Tank, it could work better and not be caught out by Magneton.
    Nature/EVs: same as Skarm for Forretress, Sp Att over Att EV for Cloyster.

    Dusclops: here we go, one of my favourites:

    Dusclops@Leftovers:
    EV: 252 HP, 24 Att, minor Def, Sp Def
    Nature: + Att, - Speed
    Focus Punch
    Shadow Ball
    Night Shade
    Will-O-Wisp

    24 Attack EV means a OHKO on Alakazam with Shadow Ball. Focus Punch is all about prediction, and he doesn't need Substitute to pull this one out. Doesn't need huge Defence EV since WoW helps out there, so put a small amount in Def and sink the rest in Sp Def.

    Vaporeon/Lapras - tough choice to make. I prefer Lapras, but Vaporeon can pseudopass Wish to your team, making it much more helpful. Roaring Lapras is nothing to mess around with however, can cause all sorts of trouble for a team not expecting it. I also prefer Roar over Haze since that also rids those pesky Substitutes as well. Lapras is a more reliable choice, IMO, giving you greater Suicune protection, but Vaporeon is the best of the two.

    Nature: + Sp Def/Def, - Att; EV: HP, Def, Sp Def, Sp Att

    As for your sixth member, definately something with Quick Attack is a start, since you lack that. Overall, you have: 2 x Ghost/Dark weakness, 3 x Fire weakness (4 x if you use Venusaur), so maybe Houndoom as a sixth member to cover those weaknesses, as an immediate thought. Still no QA, but if you manage to keep Ninjask around you may not need it.

    Houndoom@Lum/Petaya Berry
    EV: Speed, Sp Att, minor Def
    Nature: + Sp Att/- Att
    Pursuit
    HP Grass
    Flamethrower/Fire Blast
    Snatch/Torment/Sunny Day

    Catch those Psychic types on the switch out with Pursuit, lay on the annoyance moves against tanks, and proceed to sweep against lower-speed opponents. Beware of Breloom though since it can also throw Mach Punch at you for a KO/near KO.
     
    Last edited:
    Smogogogogogogogogogogogogogogone
     
    For Gengar I'd use T-bolt over psychic, especially if you go with HP Grass / Gigadrain.
     
    Toothache said:
    Let's see. I'd rather know the EVs since they are very important.

    Ninjask - immediately your opponent will upon seeing Jask switch to a hazer/pseudohazer, and this is when you immediately catch them offguard. Adamant nature, since you're gonna be going first anyway while they switch, and then one round later you're automatically faster than even Deoxys-E (minus Extremespeed of course). I like HP Rock over HP Ground though for Jask, means you can take down Aero/other fliers easier (but an Intimidate switch in can screw you over, once they realise you're a CBer). Overall, it works as a nice surprise, so be surprising!
    EV/Nature: Adamant; max Speed/Attack

    Magneton - HP Fire if you please. I'd rather have Metal Sound as well since it scares Blissey away (predict a switch in and watch the fun as they squeal in pain).
    Nature: +Def/Sp Att, - Att; EV: Sp Att, Def, minor Sp Def, minor HP

    Gengar - McIcegar is the most all-round set, but you can throw a few surprises in. Giga Drain over HP Grass if you use that. Leftovers over Lum.
    Nature: + Speed, - Att, EV: Speed, Sp Att, minor HP/Def/Sp Def

    Skarmory - aiming to take out Magneton means sacrificing too much of his defensive EVs, it's not really worth it IMO. Also, lose Toxic for HP Flying, and use Steel Wing over HP Ground, much more all round offensive coverage that way.
    Nature: + Def, - Sp Att; EV: HP, max Def, Att

    Forretress/Cloyster - I'd be tempted to use Cloyster, but he's easily vunerable to special attacks. With Dusclops as a Special Tank, it could work better and not be caught out by Magneton.
    Nature/EVs: same as Skarm for Forretress, Sp Att over Att EV for Cloyster.

    Dusclops: here we go, one of my favourites:

    Dusclops@Leftovers:
    EV: 252 HP, 24 Att, minor Def, Sp Def
    Nature: + Att, - Speed
    Focus Punch
    Shadow Ball
    Night Shade
    Will-O-Wisp

    24 Attack EV means a OHKO on Alakazam with Shadow Ball. Focus Punch is all about prediction, and he doesn't need Substitute to pull this one out. Doesn't need huge Defence EV since WoW helps out there, so put a small amount in Def and sink the rest in Sp Def.

    Vaporeon/Lapras - tough choice to make. I prefer Lapras, but Vaporeon can pseudopass Wish to your team, making it much more helpful. Roaring Lapras is nothing to mess around with however, can cause all sorts of trouble for a team not expecting it. I also prefer Roar over Haze since that also rids those pesky Substitutes as well. Lapras is a more reliable choice, IMO, giving you greater Suicune protection, but Vaporeon is the best of the two.

    Nature: + Sp Def/Def, - Att; EV: HP, Def, Sp Def, Sp Att

    As for your sixth member, definately something with Quick Attack is a start, since you lack that. Overall, you have: 2 x Ghost/Dark weakness, 3 x Fire weakness (4 x if you use Venusaur), so maybe Houndoom as a sixth member to cover those weaknesses, as an immediate thought. Still no QA, but if you manage to keep Ninjask around you may not need it.

    Houndoom@Lum/Petaya Berry
    EV: Speed, Sp Att, minor Def
    Nature: + Sp Att/- Att
    Pursuit
    HP Grass
    Flamethrower/Fire Blast
    Snatch/Torment/Sunny Day

    Catch those Psychic types on the switch out with Pursuit, lay on the annoyance moves against tanks, and proceed to sweep against lower-speed opponents. Beware of Breloom though since it can also throw Mach Punch at you for a KO/near KO.
    Thanks for the advice, although I think it needs some editting cause of that Weakness ratio
     
    If you seriously want HP Ground why don't you just ditch Toxic for uh... Aerial Ace I guess.
     
    I'm not HUGELY attached to HP Ground, I just liked it for taking down Magnetons on the switch. I could still (I guess) ditch WW for Roar and Drill Peck over Toxic. but liek I said, I'm not 100% decided on Skarmory - To be honest, now that I notice all those Fire Weakness's I'm tempted to go with Cloyster - Same for the Gengar > Magneton. Well, tbh, I'm really starting to not be assed anymore with the idea of an OU team - I suck *** with OUs (something about the fact that people design movesets for taking them down - something that I don't experience with UU/BLs)
     
    Not Fire Spin..


    Oh, and boot Venusaur out for Sceptile.
    He's alot more useful..

    Max his Speed, and SP.ATK.
    -Sub
    -Leech Seed
    -Leaf Blade
    -HP Ice (Well, that's what I use, OHKO's salamence.)
     
    Sleep Powder makes Venusaur far more useful.
     
    i don't think that venasaur and sceptile should be compared to that extent...
    vena is more of a wall
    and sceptile is more of a Sp sweeper...

    as for sleep powder > sub i would disagree
    sleep clause screws sleeping moves...
     
    Well, can a mod close this?

    I attempted to go with OUs and tbh - I just do not have the ability to use OUs for **** (I just cannot do a stall-war / not only is it as boring as **** but if I slip up once it tends to all go to hell)
     
    It will be closed soon I assume, Pok?Master Forever that was spam itself, you ave a very good team there Oni, nice work.
     
    Status
    Not open for further replies.
    Back
    Top