Review 4.0

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No, ignore Hitmontop for now. Him excluded, how does my team fare?

Without hitmontop, your still t-tar weak Crunch dominates Noir =X



Oh and


Tyranitar@Leftovers / Life Orb / Black Glasses
Jolly Nature
252 ATT / 252 SPEED / 6 HP
- Taunt
- Crunch
- Earthquake
- Dragon Dance


Shuts you down even worse, so Hitmon it pretty much a given and fits perfectly into this team, being that it can spin aswell.
 
Ah. Hitmontop it is :P

It'll be a pain to get, though. Both ATK & DEF would have to be the same, right?
 
Ah. Hitmontop it is :P

It'll be a pain to get, though. Both ATK & DEF would have to be the same, right?

Ill get you one, lol......


I have one with the previously mentioned moveset, i can change it to what ever, once ive cloned it.



Pm me when joo would like it.
 
Nobody brings out DDtar in the early game though. Not denying the weakness, just saying that's how it's used.

But yeah, Hitmontop is cool.
 
Sure, I'll use it for breeding, after you've cloned it. You're pokes always has suprising
IVs.

It's a shame, though. Only one poke of mine can use Falcon...PAAAWWWNNNCCHH. And that's Dusknoir.

Could I use Triple Kick over Close Combat, for Sub breaking?
 
Also one more thing, please use Shadow Sneak on Dusknoir, finishing off weakened threats with a stab priority move is good for him and also works on the likes of Gengar and such. ^_~

go with CC imo.

Triple kick can hit 1-3 times your not always gonna get 2-3 and a base 10 attack power move just isn't gonna cut it for your main stab option, also I realize it gets stronger each time but still I would go with CC. It might not even kill TTar =/

First Hit
Damage: 52 - 61
Damage: 15.25% - 17.89%

2nd Hit
Damage: 94 - 111
Damage: 27.57% - 32.55%

Damage: 136 - 160
Damage: 39.88% - 46.92%

Now this is considering Tyranitar has NO HP Ev's.....there are many sets where it runs HP Ev's and such and even if it runs none at all you won't be killing it most of the time.

Actually even if you hit max on all 3 hits it'll live, lolz
[SIZE=+1]97.36 %
[/SIZE]
 
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With all three kicks, it's a grand total of 135 base power. But I didn't notice the accuracy.
 
Each kick can also miss.

Attacks up to 3 times in one turn. Has 10 power for the first kick, 20 power for the second, and 30 power for the third and final kick. Each kick has its own accuracy check, and the move ends as soon as one of the kicks misses. As it is technically 3 attacks in a single turn, rather than a single attack with up to 3 hits
 
Technician ftw lol

1st kick = 10 BP + Technician(5)(Which gives you 15 BP) + STAB (7.5) = 20.5
2nd Kick = 20 BP + Technician(10)(Which gives you 30 BP) + STAB(15) = 45
3rd kick = 30 BP + Technician (15)(Which gives you 45 BP) + STAB(22.5) = 67.5

67.5 + 45 + 20.5 = 133 BP.



If you dont want to defense drop of CC, CC is better in most cases though =)
 
I thought Intimidate was being run for some reason. My bad, lol.

It's usable then but I would still go with CC, ^_~
 
I thought Intimidate was being run for some reason. My bad, lol.

It's usable then but I would still go with CC, ^_~

Usually it would be, but i use Pursuit/Rapid SPin/Close Combat/Toxic W/Technician, it deals with ghosts better, just one of my quirky sets XP
 
Whichever pops out the egg.
 
See, your not lacking a wall. Duknoir/Gliscor/Weezing all beat hera


Hitmontop takes ALL versions of T-Tar =)


Slots together nicely IMO.

Yeah, but good luck bringing him in on a T-Tar. That thing can't take a Tackle without loosing about abazillion HP. It's the same with Dugtrio... he can massacre T-Tar, if played well, but he can't switch into anything. I've noticed Claydol does fairly well against him (used to bve the ultimate counter in Emerald), immune to Earthquake and resists Stone Edge. But Crunch and/or Dark Pulse puts a dent in him now.

In essence, the only way to beat T-Tar is to predict well, and know what variant it is. I would have to say, though, that the best counter for him these days is a Bronzong. Same as Claydol, but the Zong takes trivial damage from Crunch/Dark Pulse. Gyro Ball is risky against T-Tar, since he's amazingly slow as hell. But Earthquake is good, or if you can get one with HP[Fighting], it's even better. Although, you have to wonder if HP[Fighting] is worth going for ONLY to take on a T-Tar. Other walls that I've seen tend well against T-Tar are Donphan and Swampert. Basically, anything really bulky with a STAB Earthquake makes T-Tar break a sweat.

EDIT: Just for reference, this is with more of a stall team mentality. If you want an attacker, by all means use a Heracross or something. But make sure you can play it well, since T-Tar is nothing to fool around with.
 
Oh my, I thought with his defenses, It'll be easier to counter Tar. Doesn't he resist both STAB moves, and have te SP.Defenses to take any, um, special moves he can throw? But I forget about his HP.

Ah, I guess all I can do is outprdict his movements, by at least knowing which version it is.
 
Honestly I think Hitmontop counters it fine, especially with Intimidate. It resists both STAB moves as you mentioned and has its own STAB fighting move to send tar to its grave. If you're unsure, there's always Machamp lol jk
 
Yeah, but good luck bringing him in on a T-Tar. That thing can't take a Tackle without loosing about abazillion HP. It's the same with Dugtrio... he can massacre T-Tar, if played well, but he can't switch into anything. I've noticed Claydol does fairly well against him (used to bve the ultimate counter in Emerald), immune to Earthquake and resists Stone Edge. But Crunch and/or Dark Pulse puts a dent in him now.

In essence, the only way to beat T-Tar is to predict well, and know what variant it is. I would have to say, though, that the best counter for him these days is a Bronzong. Same as Claydol, but the Zong takes trivial damage from Crunch/Dark Pulse. Gyro Ball is risky against T-Tar, since he's amazingly slow as hell. But Earthquake is good, or if you can get one with HP[Fighting], it's even better. Although, you have to wonder if HP[Fighting] is worth going for ONLY to take on a T-Tar. Other walls that I've seen tend well against T-Tar are Donphan and Swampert. Basically, anything really bulky with a STAB Earthquake makes T-Tar break a sweat.

EDIT: Just for reference, this is with more of a stall team mentality. If you want an attacker, by all means use a Heracross or something. But make sure you can play it well, since T-Tar is nothing to fool around with.


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.

Heracross also fails to 2hko it with a Choice Scarf Close Combat.

Oh my, I thought with his defenses, It'll be easier to counter Tar. Doesn't he resist both STAB moves, and have te SP.Defenses to take any, um, special moves he can throw? But I forget about his HP.

Ah, I guess all I can do is outprdict his movements, by at least knowing which version it is.

Like i said before it beats all versions of t-tar

Hp isnt much of an issue, max it gives you 304, which gives max lefties recovery, and impish, it takes hits like a pro, everyone underestimates it.

Its hp is better than noirs
 
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Gyarados@Leftovers/Lum Berry
Nature:Adamant
-Waterfall
-Ice Fang
-Dragon Dance
-Taunt

You have 2 Earthquake using pokemon already. Possibly good idea to make Gyarados a bit different..
 
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.


Raichu@Focus Sash***Sparks
Nature:Timid
EV:MAX SP.ATK, MAX SPD, 6 SP.DEF
T-bolt
Grass Knot
Focus Blast
Nasty Plot
Special Sweeper. He abuses Focus Sash for powerful moves. 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.


Grumpig@Leftovers***Lumas
Nature:Calm
EV: MAX HP, 52 SP.ATK, 200 SP.DEF
Psychic
Calm Mind
Rest
Magic Coat/Shadow Ball
Special Wall.


Dusknoir@Leftovers
Nature:Impish
EV: 252 HP, 180 DEF, 76 SP.DEF
Fire Punch
Pain Split
WoW
Shadow Sneak
Physical Wall. A bit dual.


Hitomntop@Leftovers
Impish nature
Trait: Technician
EV: 252 HP, 100 ATK, 100 DEF, 56 SP.DEF
Pursuit
Toxic
Close Combat
Rapid Spin


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.

I'm looking over this. Are there any weaknesses that I would have trouble countering?
 
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Really watch out for pursuit users, especially Weavile and Tyranitar. Mach Punch would be better for Hitmontop IMO, that way Weavile doesn't get ya.
 
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.
 
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