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Rate my team please.

Phlemingo

o_o_o_o_o <--Claydol Ascii
  • 385
    Posts
    20
    Years
    I've seen all those topics where people would rate your team, but it usually only permits them to rate, and it takes quite long as you have to queue, sort of. So, I made my own RMT thread for more views.
    The same standards, but a couple of them are BL...

    Skarmory@Leftovers, sturdy
    123 hp, 252 att, 135 def
    Adamant Nature
    Steel Wing
    Hp ground
    Spikes
    Whirlwind

    Welp, basically what I do is withdraw him first turn, to see if there are magnetons. If there are, with a little prediction, next time I send skarm out, magneton will be OHKO'd. Steel Wing, because people expect drill peck. The other 2 moves... normal.

    Banette@Lum Berry, Insomnia
    26 att, 60 def, 252 spd, 172 sp att
    Hasty Nature
    Thunderbolt
    Shadow Ball
    HP Fighting
    Knock Off

    Skarmbliss counter. Rapid Spinners... often used ones like claydol, starmie,
    can be hit by super effective hits from him, and he's what I switch in when I see a rapid spinner after skarm has done his stuff. Insomnia - teh roxorz trait.

    Jolteon@Petaya Berry, Volt Absorb
    252 spd, 252 sp att, 6 def
    Timid Nature
    Substitute
    Baton Pass
    Thunderbolt
    HP Grass

    People like sending Swampert into him. Hence HP Grass. Baton Pass - Sub passable, and Petaya Berry boost to Tentacruel for mix sweepage. Other than that, self explanatory.

    Tentacruel@Lum Berry, Liquid Ooze
    6 att, 92 def, 252 spd, 156 sp att
    Naive Nature
    Swords Dance
    Rapid Spin
    Hydro Pump
    Sludge Bomb

    Liquid Ooze to switch into leech seeders, then I can pelt them with Sludge Bomb. Other than that, self-explanatory.

    Blissey@Leftovers, Natural Cure
    252 def, 252 hp, 6 spd
    Bold Nature
    Seismic Toss
    Softboiled
    Thunder Wave
    Heal Bell

    Do I even need to explain this one?

    Muk@Leftovers, Sticky Hold
    212 hp, 122 att, 136 def, 40 sp def
    Careful Nature
    Sludge bomb
    Substitute
    Focus Punch
    Haze

    101 sub yeah! I've been seeing doubleteaming n00bs lately. Haze is the way to go, after I've set myself up with a nice sub.
     
    Last edited:
    Phlemingo said:
    I've seen all those topics where people would rate your team, but it usually only permits them to rate, and it takes quite long as you have to queue, sort of. So, I made my own RMT thread for more views.
    The same standards, but a couple of them are BL...

    Skarmory@Leftovers, sturdy
    123 hp, 252 att, 135 def
    Adamant Nature
    Steel Wing
    Hp ground
    Spikes
    Whirlwind

    Welp, basically what I do is withdraw him first turn, to see if there are magnetons. If there are, with a little prediction, next time I send skarm out, magneton will be OHKO'd. Steel Wing, because people expect drill peck. The other 2 moves... normal.

    Banette@Lum Berry, Insomnia
    26 att, 60 def, 252 spd, 172 sp att
    Hasty Nature
    Thunderbolt
    Shadow Ball
    HP Fighting

    Skarmbliss counter. Rapid Spinners... often used ones like claydol, starmie,
    can be hit by super effective hits from him, and he's what I switch in when I see a rapid spinner after skarm has done his stuff. Insomnia - teh roxorz trait.

    Jolteon@Petaya Berry, Volt Absorb
    252 spd, 252 sp att, 6 def
    Timid Nature
    Substitute
    Baton Pass
    Thunderbolt
    HP Grass

    People like sending Swampert into him. Hence HP Grass. Baton Pass - Sub passable, and Petaya Berry boost to Tentacruel for mix sweepage. Other than that, self explanatory.

    Tentacruel@Lum Berry, Liquid Ooze
    6 att, 92 def, 252 spd, 156 sp att
    Naive Nature
    Swords Dance
    Rapid Spin
    Hydro Pump
    Sludge Bomb

    Liquid Ooze to switch into leech seeders, then I can pelt them with Sludge Bomb. Other than that, self-explanatory.

    Blissey@Leftovers, Natural Cure
    252 def, 252 hp, 6 spd
    Bold Nature
    Seismic Toss
    Softboiled
    Thunder Wave
    Heal Bell

    Do I even need to explain this one?

    Muk@Leftovers, Sticky Hold
    212 hp, 122 att, 136 def, 40 sp def
    Careful Nature
    Sludge bomb
    Substitute
    Focus Punch
    Haze

    101 sub yeah! I've been seeing doubleteaming n00bs lately. Haze is the way to go, after I've set myself up with a nice sub.

    I like HP Steel or HP Flying over Steel Wing on Skarm.

    On Banette your missing an attack, I guess you could put on Night Shade, but I'm not really sure because I never used him before.

    Blissey@Leftovers [Trait:Senere Grace]
    Nature:+Sp. def, -attack
    EVs:252 HP, 252 Sp. def/def, 6 def/Sp. def
    Seismic Toss
    Ice Beam
    Aromatherpy
    Softbolied

    I don't really see any other problems with the other Pokes.
    :D
     
    Thanks for the rate. As for Banette, I gave him something but forgot to put it here. I've edited my post already.
     
    you seem well set against most standards, but a good ground type/salamence will harm you pretty badly. might want to consider something over muk or tentacruel to deal with that ground weakness, as skarm isn't going to help you against flamethrower mence ;-(
     
    SUP P.

    Phlemingo said:
    I've seen all those topics where people would rate your team, but it usually only permits them to rate, and it takes quite long as you have to queue, sort of. So, I made my own RMT thread for more views.
    The same standards, but a couple of them are BL...

    Skarmory@Leftovers, sturdy
    123 hp, 252 att, 135 def
    Adamant Nature
    Steel Wing
    Hp ground
    Spikes
    Whirlwind

    Welp, basically what I do is withdraw him first turn, to see if there are magnetons. If there are, with a little prediction, next time I send skarm out, magneton will be OHKO'd. Steel Wing, because people expect drill peck. The other 2 moves... normal.

    hp steel/flying > steel wing

    Banette@Lum Berry, Insomnia
    26 att, 60 def, 252 spd, 172 sp att
    Hasty Nature
    Thunderbolt
    Shadow Ball
    HP Fighting

    Skarmbliss counter. Rapid Spinners... often used ones like claydol, starmie,
    can be hit by super effective hits from him, and he's what I switch in when I see a rapid spinner after skarm has done his stuff. Insomnia - teh roxorz trait.

    knock off, snatch, recover/wow/wave, night shade

    Jolteon@Petaya Berry, Volt Absorb
    252 spd, 252 sp att, 6 def
    Timid Nature
    Substitute
    Baton Pass
    Thunderbolt
    HP Grass

    People like sending Swampert into him. Hence HP Grass. Baton Pass - Sub passable, and Petaya Berry boost to Tentacruel for mix sweepage. Other than that, self explanatory.

    6 hp

    Tentacruel@Lum Berry, Liquid Ooze
    6 att, 92 def, 252 spd, 156 sp att
    Naive Nature
    Swords Dance
    Rapid Spin
    Hydro Pump
    Sludge Bomb

    Liquid Ooze to switch into leech seeders, then I can pelt them with Sludge Bomb. Other than that, self-explanatory.

    id rather have hp ghost/ground > rapid spin for a better sweeping power

    Blissey@Leftovers, Natural Cure
    252 def, 252 hp, 6 spd
    Bold Nature
    Seismic Toss
    Softboiled
    Thunder Wave
    Heal Bell

    Do I even need to explain this one?

    =\

    Muk@Leftovers, Sticky Hold
    212 hp, 122 att, 136 def, 40 sp def
    Careful Nature
    Sludge bomb
    Substitute
    Focus Punch
    Haze

    101 sub yeah! I've been seeing doubleteaming n00bs lately. Haze is the way to go, after I've set myself up with a nice sub.

    id rather make it a skarm bliss counter instead of banette and have flamethrower > haze or s bomb
     
    SUP DUCKS

    I can't have the HP for Skarm, because I gave him HP Ground. Changed Muk to Weezing because of what Curburo san said,

    Weezing@Leftovers
    252 att, 6 def, 252 sp def, Sassy
    Sludge Bomb
    Haze
    Fire Blast
    Will O Wisp

    Howzat? Banette is too fragile to do all those stuff... I think chiefly sweeping should be what it does. I changed it to physical sweeper.

    Jolly, 42 att, 116 def, 100 sp def, 252 spd.
    Snatch over t-bolt. I'm keeping him because of the type and because of insomnia.
    Jolteon - Done.

    Not sure what else I should change.
     
    No point in HP Ground, Magneton owns that Skarmory. You know why? Because since Magneton's stats arn't really that good, I will throw everything into Sp.Atk and Speed. Skarmory comes out, I send out some random Pokemon. You Spike as Magneton comes out, I outspeed you and KO Skarmory.
     
    Phlemingo said:
    Welp, basically what I do is withdraw him first turn, to see if there are magnetons. If there are, with a little prediction, next time I send skarm out, magneton will be OHKO'd.
     
    Er, Sub on Tenta plz. Druidcruel still rox my RS sox =0
     
    and no one thought of attack Skarm =o

    Skarmory -[speed + / sp.atk -] @ lefties
    EV: attack and speed
    -hp ground
    -drill peck/steel wing
    -whirlwind/roar
    -spike

    Unless Magneton got speed + instead of sp.atk +, you go first and hp ground OHKO. If Magneton got maximum speed, then have fun for 50/50% winner takes all. Still a fun set to use even if Skarm loses plenty of tanking power.

    I don't think Banette can even do half of those stuff XD; At least not recover... not sure about wow. I know that it can use thunderwave though <= too lazy to check

    Well even though if I use Breloom I always got HP Ghost... but maybe Insomnia will come through against that evil critter. But still not the greatest counter... Banette using HP Fighting won't be enough against Breloom at all if Breloom got sludge bomb or HP Ghost.
     
    Isn't that what I'm doing? :O
    Only mine isn't speed and attack, it's defense and attack, coupled with prediction.
     
    Bearing in mind Magneton and Skarmory have equal speed, it comes down to the EVs and nature as to who goes first. Magneton is most likely going to have some speed EV, if not having it maxed, so if you want to go anti-Magneton, you need to max out the speed, otherwise it catches you. It seriously hurts Skarmory's tanking ability, but the only guaranteed way to save yourself.
     
    this is why dugtrio is commonly paired with skarmory.
     
    Gardevoir works great with Skarmory too...Magneton takes down Skar, TraceVoir switches in and magneton is trapped. Calm Mind up and sweep the whole team. Trace = best trait ever.
     
    yes and gardevoir gets the punches now with emerald ;-)
     
    frostweaver said:
    and no one thought of attack Skarm =o

    Skarmory -[speed + / sp.atk -] @ lefties
    EV: attack and speed
    -hp ground
    -drill peck/steel wing
    -whirlwind/roar
    -spike

    Unless Magneton got speed + instead of sp.atk +, you go first and hp ground OHKO. If Magneton got maximum speed, then have fun for 50/50% winner takes all. Still a fun set to use even if Skarm loses plenty of tanking power.
    Adding speed to Skarm wouldn't be smart. You no longer have that broken Def and it can now take damage from physical attacks, just like the Taunting Umbreon > T-tar I'm afraid. Unless your brave or see it coming, standard Skarm is owned by Magneton =|... Standard Skarm is all HP and Def, and whatever is left goes to Atk.

    Tooth, equal speed is decided by who was out first. I found this out when I had Jolteon attack Dactyl in a test with my friend.
     
    I just had a battle where my skarm pwned magneton!
    This was how it went:Out came Skarmory, and he had Tauros or something. I switched out into Blissey, and out came Magneton. Magneton switched into Tauros, I paralyzed it. I switched into Skarm, and he double-edged it. He switched into Magneton, and got a taste of HP ground. His magneton was probably full ev'd defense, because my skarm's attack was 252 and adamant. In being so, he could not make it fast. Thus my skarm was faster. Another HP ground, and Magneton bit the dust. That's how I use it, a sure-kill, not more of equal speed chances.
     
    Better way to use it then, is to predict a switch into Magneton, rather than trying to out-speed them. That's the moral of the story here
     
    Phlemingo said:
    I just had a battle where my skarm pwned magneton!
    This was how it went:Out came Skarmory, and he had Tauros or something. I switched out into Blissey, and out came Magneton. Magneton switched into Tauros, I paralyzed it. I switched into Skarm, and he double-edged it. He switched into Magneton, and got a taste of HP ground. His magneton was probably full ev'd defense, because my skarm's attack was 252 and adamant. In being so, he could not make it fast. Thus my skarm was faster. Another HP ground, and Magneton bit the dust. That's how I use it, a sure-kill, not more of equal speed chances.
    If you had no clue what Ev's your opponent had, then what are you trying to get at? Your post was extremely messy and hard to understand but from what I can see, it sounds like Magneton comes in on a switch and faints because you know it was coming =\.

    Like I said earlier, equal speed is decided by who was out first. If your Skarm was out and Magnaton is switch in after and both have maxed out speed, you will win. Same thing backward, I have done it more than enough times with lots of Pokemon. My HP Ice Typloison alone OHKOed more than its fair share of Salamences because it was out first.
     
    Last edited:
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