myrrh25
New account soon.
- 178
- Posts
- 15
- Years
- Littleroot Town
- Seen Nov 2, 2010
Hey there, I've been working on a team for a while now, and I think i've got a pretty solid useable set-up. Anyone care to rate it? It's one quite a few battles against my experienced friends and onliners.
"Flytt" The Ninjask
EV's: Full Attack, Full Speed, 4 HP
Nature: Jolly
Ability: Speed Boost - It's Speed stat is gradually boosted.
Item: Leftovers
Moveset: Substitute, Swords Dance, X-Scissor, Baton Pass
Strategy: I send Flytt in first so that he doesn't get screwed over by Stealth Rock & Toxic Spikes, and keep up with my Substitute + Swords Dance combo, whilst slowly gaining +1 Speed after every turn, then once I can't substitute anymore, I baton pass out to my bulky-ish Muk, previously I baton-passed out to Rollout Donphan, but he was wiped too easily. The only thing thats ever taken down Flytt was a OHKO Ice Shard from a friends Weavile.
"Drinky" The Muk
EV's: Full HP, Full Special Defense, 4 Defense.
Nature: Careful
Ability: Sticky Hold - Item cannot be dropped or swapped.
Item: Black Sludge
Moveset: Acid Armor, Ice Punch, Poison Jab, Secret Power
Strategy: Drinky takes the Baton Pass from Flytt, and then with the Speed + Attack stat raised, goes for a sweep, or if he's faced against a wall, uses a few Acid Armor to further increase his defenses. Drinky can become a mean machine with upped stats, with the only one that is low being Special Attack.
"Whee" The Togekiss
EV's: Full Special Attack, Full Special Defense, 4 HP
Nature: Modest
Ability: Serene Grace - Boosts the likelihood of added effects appearing.
Item: Leftovers
Moveset: Substitute, Thunder Wave, Aura Sphere, Air Slash
Strategy: Basic Smogon strategy, upon switch-in, use Thunder Wave, then lots of Air Slashing to inflict his 60% chance of flinch with Serene Grace, and with the upped 20% chance of ParaHax, the opponent only has a low 20 - 30% chance of actually getting a hit in. Against normal-type walls like Blissey and Snorlax, I go for the Substitute, then with Leftovers healing me over time, go for Aura Sphere for the 2x supereffective bonus. Trickier against Mantine walls.
"Gliss" The Glaceon
EV's: Full Speed, Full Special Attack, 4 Defense
Nature: Timid
Ability: Snow Cloak - Raises evasion in a hailstorm.
Item: Icy Rock
Moveset: Hail, Blizzard, Ice Beam, Shadow Ball
Strategy: Gliss is my pseudo/dragon killer. First shot in a go for Hail, and if she survives that, I then have 20% added evasion from the hailstorm, and a 100% chance of Blizzard hitting instead of its usual lame 70%. If she survives the first turn of Hail, she can usually then wipe the Psuedo / Dragon straight out in OHKO, or against Sp Def Pseudo's, 2HKO. Only other time I will bring Gliss out when she's not my last Pokemon, is to quickly wipe out Psychic types with Shadow Ball.
"Jirree" The Jirachi
EV's: Full HP, Full Speed, 4 Special Defense
Nature: Timid
Ability: Serene Grace
Item: Leftovers
Moveset: Substitute, Calm Mind, Flash Cannon, Thunderbolt
Strategy: Jirree is my biggest pain in the ass to take down. I open with the Substitute, and get a few quick Calm Mind in. Flash Cannon is my stab move, with 20% chance of lowering the opponent's Special Defense thanks to Serene Grace. Against walls I would use Thunderbolt and Flash Cannon first, to lower Special Defense, and hopefully get a ParaHax in. With three Calm Mind's up, Jirree has sweeped entire OU teams.
"Spookly" The Ninetales
EV's: Full Speed, Full Special Attack
Nature: Timid
Ability: Flash Fire - It powers up Fire-type moves if it's hit by one.
Item: Charcoal
Moveset: Overheat, Will-O-Wisp, Dig, Dark Pulse
Strategy: Recently replaced Confuse Ray with Dig, not been used online since the change, should be interesting. Spookly has in the past been used as my Wall Killer, opening with Confuse Ray and Will-O-Wisp to give the opponent some heartless damage, with the switch to Dig, I'm gonna open with Will-O-Wisp and go straight for a 2HKO with Overheat and Dark Pulse. Dig is for use against Toxic-Protect stallers, when I see a Toxic hit Spookly, next move is Dig, because the next move usually used is Protect, leaving them unshielded if this Pokemon is their last.
I've got a lot of others for use in my team in the computer box, including Hippowdon, Cacturne, Celebi, Seviper, Tyranitar, Lapras, Donphan and my lovely Altaria.
Thanks for reading, rate my team please. :)
![[PokeCommunity.com] Rate My Mixed Team: OU, UU, NU. [PokeCommunity.com] Rate My Mixed Team: OU, UU, NU.](https://pokemondb.net/images/sprites/diamond-pearl/normal/ninjask.png)
"Flytt" The Ninjask
EV's: Full Attack, Full Speed, 4 HP
Nature: Jolly
Ability: Speed Boost - It's Speed stat is gradually boosted.
Item: Leftovers
Moveset: Substitute, Swords Dance, X-Scissor, Baton Pass
Strategy: I send Flytt in first so that he doesn't get screwed over by Stealth Rock & Toxic Spikes, and keep up with my Substitute + Swords Dance combo, whilst slowly gaining +1 Speed after every turn, then once I can't substitute anymore, I baton pass out to my bulky-ish Muk, previously I baton-passed out to Rollout Donphan, but he was wiped too easily. The only thing thats ever taken down Flytt was a OHKO Ice Shard from a friends Weavile.
![[PokeCommunity.com] Rate My Mixed Team: OU, UU, NU. [PokeCommunity.com] Rate My Mixed Team: OU, UU, NU.](https://pokemondb.net/images/sprites/diamond-pearl/normal/muk.png)
"Drinky" The Muk
EV's: Full HP, Full Special Defense, 4 Defense.
Nature: Careful
Ability: Sticky Hold - Item cannot be dropped or swapped.
Item: Black Sludge
Moveset: Acid Armor, Ice Punch, Poison Jab, Secret Power
Strategy: Drinky takes the Baton Pass from Flytt, and then with the Speed + Attack stat raised, goes for a sweep, or if he's faced against a wall, uses a few Acid Armor to further increase his defenses. Drinky can become a mean machine with upped stats, with the only one that is low being Special Attack.
![[PokeCommunity.com] Rate My Mixed Team: OU, UU, NU. [PokeCommunity.com] Rate My Mixed Team: OU, UU, NU.](https://pkmn.net/sprites/dp/big/468.png)
"Whee" The Togekiss
EV's: Full Special Attack, Full Special Defense, 4 HP
Nature: Modest
Ability: Serene Grace - Boosts the likelihood of added effects appearing.
Item: Leftovers
Moveset: Substitute, Thunder Wave, Aura Sphere, Air Slash
Strategy: Basic Smogon strategy, upon switch-in, use Thunder Wave, then lots of Air Slashing to inflict his 60% chance of flinch with Serene Grace, and with the upped 20% chance of ParaHax, the opponent only has a low 20 - 30% chance of actually getting a hit in. Against normal-type walls like Blissey and Snorlax, I go for the Substitute, then with Leftovers healing me over time, go for Aura Sphere for the 2x supereffective bonus. Trickier against Mantine walls.
![[PokeCommunity.com] Rate My Mixed Team: OU, UU, NU. [PokeCommunity.com] Rate My Mixed Team: OU, UU, NU.](https://pokemondb.net/images/sprites/diamond-pearl/shiny/glaceon.png)
"Gliss" The Glaceon
EV's: Full Speed, Full Special Attack, 4 Defense
Nature: Timid
Ability: Snow Cloak - Raises evasion in a hailstorm.
Item: Icy Rock
Moveset: Hail, Blizzard, Ice Beam, Shadow Ball
Strategy: Gliss is my pseudo/dragon killer. First shot in a go for Hail, and if she survives that, I then have 20% added evasion from the hailstorm, and a 100% chance of Blizzard hitting instead of its usual lame 70%. If she survives the first turn of Hail, she can usually then wipe the Psuedo / Dragon straight out in OHKO, or against Sp Def Pseudo's, 2HKO. Only other time I will bring Gliss out when she's not my last Pokemon, is to quickly wipe out Psychic types with Shadow Ball.
![[PokeCommunity.com] Rate My Mixed Team: OU, UU, NU. [PokeCommunity.com] Rate My Mixed Team: OU, UU, NU.](https://www.pokemonsecure.com/games/diamondpearl/sprites/normal/male/385.png)
"Jirree" The Jirachi
EV's: Full HP, Full Speed, 4 Special Defense
Nature: Timid
Ability: Serene Grace
Item: Leftovers
Moveset: Substitute, Calm Mind, Flash Cannon, Thunderbolt
Strategy: Jirree is my biggest pain in the ass to take down. I open with the Substitute, and get a few quick Calm Mind in. Flash Cannon is my stab move, with 20% chance of lowering the opponent's Special Defense thanks to Serene Grace. Against walls I would use Thunderbolt and Flash Cannon first, to lower Special Defense, and hopefully get a ParaHax in. With three Calm Mind's up, Jirree has sweeped entire OU teams.
![[PokeCommunity.com] Rate My Mixed Team: OU, UU, NU. [PokeCommunity.com] Rate My Mixed Team: OU, UU, NU.](https://pokemondb.net/images/sprites/diamond-pearl/normal/ninetales.png)
"Spookly" The Ninetales
EV's: Full Speed, Full Special Attack
Nature: Timid
Ability: Flash Fire - It powers up Fire-type moves if it's hit by one.
Item: Charcoal
Moveset: Overheat, Will-O-Wisp, Dig, Dark Pulse
Strategy: Recently replaced Confuse Ray with Dig, not been used online since the change, should be interesting. Spookly has in the past been used as my Wall Killer, opening with Confuse Ray and Will-O-Wisp to give the opponent some heartless damage, with the switch to Dig, I'm gonna open with Will-O-Wisp and go straight for a 2HKO with Overheat and Dark Pulse. Dig is for use against Toxic-Protect stallers, when I see a Toxic hit Spookly, next move is Dig, because the next move usually used is Protect, leaving them unshielded if this Pokemon is their last.
I've got a lot of others for use in my team in the computer box, including Hippowdon, Cacturne, Celebi, Seviper, Tyranitar, Lapras, Donphan and my lovely Altaria.
Thanks for reading, rate my team please. :)
Last edited: