Review 4.0

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Oh yeah, Pursuit ruins both my walls. I might lose Rapid spin, seeing as how I don't need to spin as badly. I am no longer Stealth Rock weak, and I might be able to prevent Spikes.

My other rant:

Why the hell do people use Toxic Spikes on me! Right after Vileplume (or at the time, Forry) shows up, they want to set up the Toxic Spikes, just for it to dissapear. My team is awfully resistant to Status. And when I put Magic Coat back on Grumig (just for kicks), I'll be nearly invincible.

Yep, id put Mach Punch >> Close Combat, it gets 90 Base Power factoring STAB and Technician, which is not bad i suppose.
 
ERM, hitmontop is actually VERY bulky 50/95/110 defenses, it resists both of t-tars stab moves survives EQ's and can dominate it back with CC.

Really? I never took the time to look it up, because everytime I actually faced one it went down with a single Meteor Mash, usually. I also never knew that Fighting resisted Rock... you learn something new every day, eh?

But I also see that his Speed is pretty low. But he's still 9 points faster than T-Tar, so he's got a leg up. Not many people go with max Speed on a T-Tar (it's like maxing Speed on a Metagross: relatively pointless), but they usually do put some into it for Dragon Dance. And while 'Top does resist both STABs, something tells me that he can't take too big of a beating, with an HP that matches Spiritomb. Maybe a few Speed EVs could be worthwhile? But I'm not sure, since I'm not that familiar with 'Top, I'm just throwing the idea on the table. :-P
 
Really? I never took the time to look it up, because everytime I actually faced one it went down with a single Meteor Mash, usually. I also never knew that Fighting resisted Rock... you learn something new every day, eh?

But I also see that his Speed is pretty low. But he's still 9 points faster than T-Tar, so he's got a leg up. Not many people go with max Speed on a T-Tar (it's like maxing Speed on a Metagross: relatively pointless), but they usually do put some into it for Dragon Dance. And while 'Top does resist both STABs, something tells me that he can't take too big of a beating, with an HP that matches Spiritomb. Maybe a few Speed EVs could be worthwhile? But I'm not sure, since I'm not that familiar with 'Top, I'm just throwing the idea on the table. :-P

You may have faced more offensive hitmontops that dont focus on def or something, MM from Gross hurts anyways lol


Hitmontop@Leftovers
Impish nature
Trait : Intimidate
252 HP / 72 Def / 184 Speed
~ Rapid Spin
~ Close Combat
~ Toxic
~ Stone Edge / Aerial Ace

That is the standard, it has speed to outrun Jolly max speed t-tar I just prefer pumping his defenses and forgoing speed as t-tars with that spread often have DD and will outpseed you regardless, so its kinda pointless IMO. Top will live regardless anyways, so meh. SE is for Gyarados and mence and AA is for Hera seeing as your throwing Toxic around. But in his case he has Fire Punch Noir to beat up hera.


I still prefer this set up.

Hitmontop@Leftovers
252 HP / 100 ATT / 100 DEF / 58 SP.DEF
Impish nature
Trait : Technician
- Close Combat
- Rapid Spin
- Toxic
- pursuit

This helps more with spin blockers Pursuit gets gengar and with Technician is wastes it, toxic beats all other ghosts except Rest-Talk spiritomb and Rest-Talk Dusknoir. Who thankfully are not as common as pain split versions...


Anyways Mach Punch can go in the first slot >> CC, if you prefer priority and no sp.def drops and a base 90 move with Technician...
 
I was thinking, and I wanted to redo Raichu. is problem is his fickle base speed, mixed with his fragilties. I was doing some calcs, and I think this set might work:

Raichu@Life Orb
Thunderbolt
Grass Knot
Nasty Plot
Substitute
EV:252 SP.ATK, 252 SPD

Well, I am sick of how fragile he is, but he has served me well. His Focus Blast would be his saving grace, even scaring Blissey. Well, after a Nasty Plot, of course, but that is easy to get on a swapping Skarmory. Problem is, it always missed at the worst possible moments, IN A ROW!
No, that has to go.

So, I thought Focus Punch. Easy to catch Blissey on the switch. However, I don't care much for it. Simply because I like the notion of making it easier to charge. I dont undervalue it's uses. But it's almost as unreliable as Focus Blast, since I can't 2HKO with it.

So I thought, Substitute. After some calcs, I could 3HKO Blissey with both Life Orb & Thunderbolt alone. With A Sub up, it gives me the oppertunity to Plot away, and harm Bliss. Or, I can Plot on the switch from Skar, then sub (taking a risk if they use Thunderwave), then boost again. This is granted if they use T-wave over Seismec Toss, which is bound to happen every now & then. An unecessary risk, but part of the game. Better than using that God awful Focus Blast, which makes my Raichu number one Gengar killer, when it tries Focus Blast.
 
Defender HP: 714
Damage: 359 - 423
Damage: 50.28% - 59.24%


You do that to Max hp/Max def BOLD Blissey,with Focus Punch, thats more than a likely 2hko =o


With no Att evs lol, all you need is an Expert Belt and its a 100% 2hko =)



EDIT : Youll find Encore works on that set, and will allow you to F-Punch easier, Set a sub up, Encore the non damaging move, Focus Punch away.
 
Defender HP: 714
Damage: 359 - 423
Damage: 50.28% - 59.24%


You do that to Max hp/Max def BOLD Blissey,with Focus Punch, thats more than a likely 2hko =o


With no Att evs lol, all you need is an Expert Belt and its a 100% 2hko =)



EDIT : Youll find Encore works on that set, and will allow you to F-Punch easier, Set a sub up, Encore the non damaging move, Focus Punch away.

Yep. That's exactly what I was thinking, DA.
 
Defender HP: 714
Damage: 359 - 423
Damage: 50.28% - 59.24%


You do that to Max hp/Max def BOLD Blissey,with Focus Punch, thats more than a likely 2hko =o


With no Att evs lol, all you need is an Expert Belt and its a 100% 2hko =)



EDIT : Youll find Encore works on that set, and will allow you to F-Punch easier, Set a sub up, Encore the non damaging move, Focus Punch away.

No Encore, as it takes breeding, and I am busy breeding Duskull. One at a time. But I didn't realize that even with Timid, I do that much. I don't care much for Sash, although I still find it useful, I see it as a last resort, and I was looking for another item for Chu. I forgot about Expert Belt.

I'll try the both of them out, Focus Punch & Substitute, and see how they fare.

I just learned, I can wipe out Ttar with Focus Punch on a predicted switch.
 
No Encore, as it takes breeding, and I am busy breeding Duskull. One at a time. But I didn't realize that even with Timid, I do that much. I don't care much for Sash, although I still find it useful, I see it as a last resort, and I was looking for another item for Chu. I forgot about Expert Belt.

I'll try the both of them out, Focus Punch & Substitute, and see how they fare.

I just learned, I can wipe out Ttar with Focus Punch on a predicted switch.

My damage calc was for Hasty/Naive, not Timid =X
 
Nah, I'm using Top over Gya, but thanks, Bleach & Richard.

Sceptile@Life Orb***Geico(Switch your Car Insurance, RIGHT NAOW!)
Nature:Jolly
EV:252 ATK, 252 SPD, 6 SP.DEF/HP/Who Cares?
Leaf Blade
Thunderpunch
Dragon Claw
Swords Dance
Physical Sweeper.Should I take out Dragon Claw for Earthquake? Maybe not. I am NOT losing T-Punch, it allows me to wipe out Gya, who can threaten my team.


Raichu@Expert Belt***Sparks
Nature:Timid
EV:MAX SP.ATK, MAX SPD, 6 SP.DEF
T-bolt
Grass Knot
Focus BlastPunch
Nasty Plot
Special Sweeper.Wish he had a bit more speed, but meh. I really hate Focus Blast, missing every two moves or so, but I have no choice. I have changed his item to Expert Belt, and gave him Focus Punch over Focus Blast. Now, it will be harder to play, but with more payoff. Even with Timid, I OHKO Tyranitar (& can do 88% & up to a max HP & Def, if there was one), & 2Hko Blissey. Just gotta predict well. [/COLOR]


Grumpig@Leftovers***Lumas
Nature:Calm
EV: MAX HP, 52 SP.ATK, 200 SP.DEF
PsychicFocus Blast
Calm MindReflect
Rest
Shadow Ball
Special Wall.I'll be using Focus Blast on HIM instead. That allows him to take out threats he should be walling (like Heatran, or Pory-Z on the switch). It also allows some sort of defense against Pursuit users, since they are widely weak to fighting. Reflect provides extra support. Shadow Ball allows me to go toe-to-toe with Cressy.


Dusknoir@Leftovers
Nature:Impish
EV: 252 HP, 180 DEF, 76 SP.DEF
Fire Punch
Pain Split
WoW
Shadow Sneak
Physical Wall. A bit dual.So far, so good, but hopefully, these changes can let off the load on Dusknoir. I rely a bit too heavily on Noir early battle.


Hitomntop@Leftovers
Impish nature
Trait: Technician
EV: 252 HP, 100 ATK, 100 DEF, 56 SP.DEF
Pursuit
Toxic
Close Combat/Triple Kick
Rapid Spin
SpinnerHe is my spinner, and overall Ttar counter. However, he's been a bit underpowered. Sure, he spreads Poison all willy nilly, but he doesn't pack that extra punch.

Vileplume@Black Sludge***Petals
EV:244 HP, 90 SP.ATK, 140 SP.DEF, 30 DEF
Nature:Calm
Energy Ball
Hidden Power [ICE]
Aromatherapy
Sleep Powder
Cleric.Yeah, F.U., Vileplume is on every one of my teams. You'd be a jackass to even try and tell me to lose it. Now, it has been tough to play him, but he makes Dusknoir, Hitmontop, & especially Grumpig what they are. He always gets in at least one Aromatherapy, and I love how useless Toxic Spikes are with him. Sleep Powder for stupid switch-ins, and HP ICE for dragon switch ins, who sees Plume as a free set-up for some reason or another.


I'm looking over this. Are there any weaknesses that I would have trouble countering? I have a few days before the one month rule takes effect.

I kinda wanna redo Hitmontop, to give him more coverage, or at least moar powa. Of course, he will keep Rapid Spin & Toxic, but Close Combat invites annoying Defensive drops, so I may try Triple Kick, and it's 133 power. I may or may not keep Pursuit, as it is nice beating those stupid Ghost types, and harming Psychic switch-ins. Sounds stupid, but I was thinking Thief. Nah, too stupid, but stealing Gya's Leftovers sounds great. Still, I'd rather use a move to swap items.
 
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You kinda have to choose between power and bulkiness for Hitmontop. I don't feel that Hitmontop will like taking hits from the hard hitters of OU, particularly when you only use him for Ttar.

Here is the standard Technician sweeper set:

Hitmontop @ Life Orb
Technician
Adamant, 252 HP, 252 Attack, 4 Speed
Fake Out
Mach Punch
Bullet Punch
Close Combat

I would drop Noir as Heatran always comes in on Noir and it can wipe out a lot of stuff on your team. Modest Specstran Fire Blast 2HKOs Grumpig and Overheat does the same. Noir is best used for Spin blocking, it does not have enough defenses to be a good wall.

Big Garchomp/DDMence/DDNite weak. All of them can get past Dusknoir easily and pose a significant threat. Salamence is equally dangerous since you do not have a safe switchin and the Specs set could pose a problem.

Lacking defence, Grumpig, Dusknoir and Vileplume cannot keep up with the demands of OU battling. I would leave the pokemon choices up to you.
 
You kinda have to choose between power and bulkiness for Hitmontop. I don't feel that Hitmontop will like taking hits from the hard hitters of OU, particularly when you only use him for Ttar.

Here is the standard Technician sweeper set:

Hitmontop @ Life Orb
Technician
Adamant, 252 HP, 252 Attack, 4 Speed
Fake Out
Mach Punch
Bullet Punch
Close Combat

I would drop Noir as Heatran always comes in on Noir and it can wipe out a lot of stuff on your team. Modest Specstran Fire Blast 2HKOs Grumpig and Overheat does the same. Noir is best used for Spin blocking, it does not have enough defenses to be a good wall.

Big Garchomp/DDMence/DDNite weak. All of them can get past Dusknoir easily and pose a significant threat. Salamence is equally dangerous since you do not have a safe switchin and the Specs set could pose a problem.

Lacking defence, Grumpig, Dusknoir and Vileplume cannot keep up with the demands of OU battling. I would leave the pokemon choices up to you.

I strongly disagree on this one. None of them can safely come in without getting burned, or especially Pain Splitted after I survive their first attack. As for Heatran, he has never been a problem for me. In fact, I usually survive the first hit to Pain Split myself back to a resonable HP, and then switch onto Grumpig, who does very good against Heat. I do indeed love how Noir has been doing in a walling aspect, I even feel bold enough to leave it against most Pursuiters, since I usually reverse the damage via Pain Split.

In fact, me Thick Fat Grumpig does very well against Heat, although I cannot harm him back, which is why I lost Psychic for Focus Blast (I lost Calm Mind because they always seem to ruin it with Pursuiters). SpecsMence doesn't scare me as easily, since it fails to OHKO Grumpig (but comes pretty damn close), allowing me to either safely switch into Vileplume or Sceptile (so yeah, I'll keep Dragon Claw). In fact, it's Claw that allowed me to beat those dragon types to begin with. Noir has been an excellent wall thus far.

I figured one of these rates would be "underpowered", however, understand that unlike most of these teams that I post, where I post it while on a sugar rush, this team was properly thought out, and tested. I felt need of improvement, so I made these changes, and posted them up. Don't worry too much on the selection of pokes, because a few pages of post went into this team. And you should know not to mention Plume.
 
What? How does that help? So I'm assed out if I'm not "lucky" enough to have Wish? Grumpig has something Hypno doesn't, which would decimate this team if it didn't--Thick Fat. That fixes up most of my Fire weaknesses, and REALLY helps my Ice weak.
 
Please, don't. Unless those options actually help, you are only giving bad advice. How would Magic Coat help my team, and fix whatever flaws it may have? How would Hypno fix my team up? The only reason Magic Coat is up there is because I love using it, but it is an inferior option to Reflect. However, please don't throw random options my way, cause it's breaking the rules here.
 
if you were to think hypno is almost the same as grumpig and provides wish support
although it may not have thick fat it still has the sp def and hp to back that up.as well as providing a block on hypnosis users.and as you said you have aromathreapy/spin support to get rid of spikes/t spikes and ect

my whole reason for suggesting hypno was to provide the wish support for some of your bulky team members but its your choice obviously
 
if you were to think hypno is almost the same as grumpig and provides wish support
although it may not have thick fat it still has the sp def and hp to back that up.as well as providing a block on hypnosis users.and as you said you have aromathreapy/spin support to get rid of spikes/t spikes and ect

my whole reason for suggesting hypno was to provide the wish support for some of your bulky team members but its your choice obviously

That's a tad better. But still off by a mile. Thick Fat is one of the main diferences between the two. Piggy has both the stats AND the ability to make it damn well useful on this team. BLocking Hypnosis users isn't on the top of my list, and as I said, I need those resistances more. Grumpig literally has a complete resistance to both Fire & Ice, on TOP of his great stats. And it has the ability to fight back without relying on Seismec Toss. Not that it matters, but I also lack Emerald (now, anyway) and I cannot even get a Wishno, as that is a giveaway. Plus, most of my bulky members has a way to recover HP one way or another. Except Sceptile.
 
ok
my team is like yours but its just ou
my team relied mainly on one pokemon as a counter {kinda like yours}
if your pig is taken out by oooo say.....dugtrio then your team is left to be swept
i dont like that idea thats why i wanted you to get something that can also back up your grumpig if something misfortunate such as that were to happen. grumpig looks to be your "last stand" pokemon. im just looking for a way that your team wouldnt be as weak to fire/ice weakness....
what would be another option.......ill think on it though
 
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