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SkinnyGreenMan's SkinnyGreen Team (RMT)

SkinnyGreenMan

█▓▒═─┤SkinnyG reen├─═ ▒▓█
  • 907
    Posts
    20
    Years
    Alrightey, I made a basic team way back when, before I knew much about pokemon strategies, and I have been refining it for about a year. Basicly, the heart of the strategy is to swap pokemon at the correct time to nutralize the effect of an attack aimed at Shedinja, pick off the pokemon Shedinja can't combat, and finish off the battle with Shedinja. My idea is, Shedinja has five weaknesses, so I just have one of the five other pokemon there to absorb a specific weakness (I.E. Kingdra has a double resistance to Shedinja's Fire weakness), while also combating other things such as Leech Seed, Hail, Tyranitar, Spikes, Poison, Burn, Sandstorm, etc. I designed it to work in 2 on 2 as well as 1 on 1. I have posted a team with this very same idea a while back, but I have changed it since, and I want to see if anyone has any more ideas.
    --
    Shedinja@Lum Berry
    EVs: 255 Atk, 255 Spe
    Adamant, Wonder Guard

    Shadow Ball
    Silver Wind
    Aerial Ace
    Protect

    I use protect to see if my opponent can hurt me (or if he swiches), and react according to what happens. Shadow Ball and Silver Wind are my main attacks, but Aerial Ace is often helpfull for pokemon such as Breloom, and Sceptile.
    --
    Slaking@Leftovers
    EVs: 252 Atk, 252 Def, 6 HP
    Adamant, Traunt

    Hyper Beam
    Earthquake
    Shadow Ball
    Bulk Up

    Slaking has full resistance to Shedinja's Ghost Weakness. I can use Hyper Beam to KO most anything except Ghost, Steel, and Rock Types. Shadow Ball takes care of the Ghost Types, and Earthquake works against Steel and Rock types. Earthquake also works in 2 on 2, with Shedinja. Bulk Up is a really bad move to put in here, but I couldn't think of anything else he needed... Any suggestions to replace Bulk Up with?
    --
    Kingdra@Leftovers
    EVs: 252 Sp.A, 252 HP, 6 Def
    Modest, Swift Swim

    Surf
    Ice Beam
    HP (Grass)
    Rain Dance

    Kindgra has double resistance to Shedinja's Fire Weakness. Rain Dance makes Kingdra faster then most anything, and also powers up Surf a little bit. It can also be used by Magneton's Thunder in 2 on 2, or by swiching. It also erases Sandstorm and Hail to protect Shedinja. Surf will take out most enemies, but Ice Beam is very helpfull as well. HP (Grass) is there mostly for Water pokemon.
    --
    Magneton
    EVs: 252 Sp.A, 252 HP, 6 Def
    Modest, Magnet Pull

    Thunder
    HP (Ice)
    Rain Dance
    Thunder Wave

    Rain Dance is there because of Thunder, but also to protect Shedinja from Sandstorm and Hail. It also works for Kingdra in 2 on 2 or by swiching. Thunder will take out most enemies, but HP (Ice) gets those that Thunder won't. Thunder Wave it just helpfull most of the time, under most cercumstances. Magneton also 2X resistance to Shedinja's Flying weakness.
    --
    Steelix
    EVs: 252 Atk, 252 Def, 6 HP
    Adamant, Sturdy

    Earthquake
    Rock Slide
    Toxic
    Roar

    I origionaly had this guy with a Sassy nature and maximized HP and Special Defence, and that's why Toxic is still there. It wasn't working to well, because he was meant to combat pokemon with Rock attacks (Shedinja's weakness; 2X resistance), and most of those have Earthquake, so I swiched it to this... Should I keep it this way, swich it back, or swap Toxic for something?
    --
    Hitmontop
    EVs: 252 Atk, 252 HP, 6 Def
    Adamant, Intimidate

    Triple Kick
    Rock Slide
    Mach Punch
    Rapid Spin

    Hitmontop is here to combat Dark pokemon (again, resistance to Shedinja's weakness). Most Dark pokemon have high attack, so Intimidate was a good choice. Rapid Spin takes care of Spikes, and is usefull Vs. Leech Seeders. Triple Kick takes care of Substitute (except on Ninjask), and also serves as a main attack, followed by Rock Slide. Mach Punch helps against Reversal/Flail users.
    ----

    Anybody have any suggestions for this team? Some of the pokemon may be able to be swapped out with something, but most of them are the best I can find. Also, what would you rate this team on a scale of 1 to 10?
     
    SkinnyGreenMan said:
    Alrightey, I made a basic team way back when, before I knew much about pokemon strategies, and I have been refining it for about a year. Basicly, the heart of the strategy is to swap pokemon at the correct time to nutralize the effect of an attack aimed at Shedinja, pick off the pokemon Shedinja can't combat, and finish off the battle with Shedinja. My idea is, Shedinja has five weaknesses, so I just have one of the five other pokemon there to absorb a specific weakness (I.E. Kingdra has a double resistance to Shedinja's Fire weakness), while also combating other things such as Leech Seed, Hail, Tyranitar, Spikes, Poison, Burn, Sandstorm, etc. I designed it to work in 2 on 2 as well as 1 on 1. I have posted a team with this very same idea a while back, but I have changed it since, and I want to see if anyone has any more ideas.
    --
    Shedinja@Lum Berry
    EVs: 255 Atk, 255 Spe
    Adamant, Wonder Guard

    Shadow Ball
    Silver Wind
    Swords Dance
    Protect

    I use protect to see if my opponent can hurt me (or if he swiches), and react according to what happens. Shadow Ball and Silver Wind are my main attacks, but Aerial Ace is often helpfull for pokemon such as Breloom, and Sceptile.
    --
    Slaking@Choice Band
    EVs: 252 Atk, 252 Spd, 6 HP
    Jolly, Traunt

    Return/Double-Edge
    Earthquake
    Shadow Ball
    HP Rock or something

    Slaking has full resistance to Shedinja's Ghost Weakness. I can use Hyper Beam to KO most anything except Ghost, Steel, and Rock Types. Shadow Ball takes care of the Ghost Types, and Earthquake works against Steel and Rock types. Earthquake also works in 2 on 2, with Shedinja. Bulk Up is a really bad move to put in here, but I couldn't think of anything else he needed... Any suggestions to replace Bulk Up with?
    --
    Kingdra@Leftovers
    EVs: 252 Sp.A, 252 HP, 6 Def
    Modest, Swift Swim

    Surf
    Ice Beam
    HP (Grass/Electric)
    Rain Dance

    Kindgra has double resistance to Shedinja's Fire Weakness. Rain Dance makes Kingdra faster then most anything, and also powers up Surf a little bit. It can also be used by Magneton's Thunder in 2 on 2, or by swiching. It also erases Sandstorm and Hail to protect Shedinja. Surf will take out most enemies, but Ice Beam is very helpfull as well. HP (Grass) is there mostly for Water pokemon.
    --
    Magneton
    EVs: 252 Sp.A, 252 HP, 6 Def
    Modest, Magnet Pull

    Thunder/bolt
    HP (Ice)
    Rain Dance
    Thunder Wave

    Rain Dance is there because of Thunder, but also to protect Shedinja from Sandstorm and Hail. It also works for Kingdra in 2 on 2 or by swiching. Thunder will take out most enemies, but HP (Ice) gets those that Thunder won't. Thunder Wave it just helpfull most of the time, under most cercumstances. Magneton also 2X resistance to Shedinja's Flying weakness.
    --
    Steelix
    EVs: 252 Atk, 252 Def, 6 HP
    Impish, Sturdy/Rock Head (I think..)

    Earthquake
    Rock Slide
    Double-Edge
    Roar

    I origionaly had this guy with a Sassy nature and maximized HP and Special Defence, and that's why Toxic is still there. It wasn't working to well, because he was meant to combat pokemon with Rock attacks (Shedinja's weakness; 2X resistance), and most of those have Earthquake, so I swiched it to this... Should I keep it this way, swich it back, or swap Toxic for something?
    --
    Hitmontop
    EVs: 252 Atk, 252 HP, 6 Def
    Adamant, Intimidate

    Triple Kick
    Earthquake
    Mach Punch
    Rapid Spin

    Hitmontop is here to combat Dark pokemon (again, resistance to Shedinja's weakness). Most Dark pokemon have high attack, so Intimidate was a good choice. Rapid Spin takes care of Spikes, and is usefull Vs. Leech Seeders. Triple Kick takes care of Substitute (except on Ninjask), and also serves as a main attack, followed by Rock Slide. Mach Punch helps against Reversal/Flail users.
    ----

    Anybody have any suggestions for this team? Some of the pokemon may be able to be swapped out with something, but most of them are the best I can find. Also, what would you rate this team on a scale of 1 to 10?

    Just a quick fix thing I got sloppy with EV's as I went along.

    Covering Sheddys weaks and all I give it a 4-5/10

    Not dissing you but you need a **** good team to get a good rating, and I can see this team going down with ease.
     
    Lion Heart said:
    Just a quick fix thing I got sloppy with EV's as I went along.

    Covering Sheddys weaks and all I give it a 4-5/10

    Not dissing you but you need a **** good team to get a good rating, and I can see this team going down with ease.

    Yeah, I understand, I wasn't expecing a great rating. In fact, I wasn't sure what to expect, thats why I asked.

    I'll go with most of those suggestions, but I think I'll keep Hyper Beam on Slaking, and Rock Slide on Steelix. Thanks for the suggestions.
     
    Standard Gengar destroys this team

    Gengar
    ~Sub
    ~Focus Punch
    ~Ice Punch
    ~Thunder bolt

    Switch it out against slaking, hyper beam misses, gengar uses sub

    after the sub gengar can severely damage any of your other pokemon and then switch out

    also watch out for claydol, who can easily with stand atatck and screw up your team
    Aerodactly who can rockslide against Shedninja and damage Onix and Magneton with with eq (they are the only pokes that resist rockslide)

    I will add others as soon as I think of them

    BTW Lion you didn't rate my team
     
    Protect on Sheddy wont do jack to save it if they hav Ttar come out.
     
    SkinnyGreenMan said:
    Alrightey, I made a basic team way back when, before I knew much about pokemon strategies, and I have been refining it for about a year. Basicly, the heart of the strategy is to swap pokemon at the correct time to nutralize the effect of an attack aimed at Shedinja, pick off the pokemon Shedinja can't combat, and finish off the battle with Shedinja. My idea is, Shedinja has five weaknesses, so I just have one of the five other pokemon there to absorb a specific weakness (I.E. Kingdra has a double resistance to Shedinja's Fire weakness), while also combating other things such as Leech Seed, Hail, Tyranitar, Spikes, Poison, Burn, Sandstorm, etc. I designed it to work in 2 on 2 as well as 1 on 1. I have posted a team with this very same idea a while back, but I have changed it since, and I want to see if anyone has any more ideas.
    --
    Shedinja@Lum Berry
    EVs: 255 Atk, 255 Spe
    Adamant, Wonder Guard

    Shadow Ball
    Silver Wind
    Aerial Ace SD
    Protect

    I use protect to see if my opponent can hurt me (or if he swiches), and react according to what happens. Shadow Ball and Silver Wind are my main attacks, but Aerial Ace is often helpfull for pokemon such as Breloom, and Sceptile. Silverwind already takes care of breloom and Sceptile :)
    --
    Slaking@Leftovers
    EVs: 252 Atk, 252 Def, 6 HP
    Adamant, Traunt

    Hyper Beam
    Earthquake
    Shadow Ball
    Bulk Up

    Slaking has full resistance to Shedinja's Ghost Weakness. I can use Hyper Beam to KO most anything except Ghost, Steel, and Rock Types. Shadow Ball takes care of the Ghost Types, and Earthquake works against Steel and Rock types. Earthquake also works in 2 on 2, with Shedinja. Bulk Up is a really bad move to put in here, but I couldn't think of anything else he needed... Any suggestions to replace Bulk Up with? Rock Slide? Oh and why don't make a CB'er of him? Take Lion Hearts set
    --
    Kingdra@Leftovers
    EVs: 252 Sp.A, 252 HP, 6 Def
    Modest, Swift Swim

    Surf
    Ice Beam
    HP (Grass)
    Rain Dance

    Kindgra has double resistance to Shedinja's Fire Weakness. Rain Dance makes Kingdra faster then most anything, and also powers up Surf a little bit. It can also be used by Magneton's Thunder in 2 on 2, or by swiching. It also erases Sandstorm and Hail to protect Shedinja. Surf will take out most enemies, but Ice Beam is very helpfull as well. HP (Grass) is there mostly for Water pokemon.

    Seems fine to me.Although I want Rest in there.

    --
    Magneton
    EVs: 252 Sp.A, 252 HP, 6 Def
    Modest, Magnet Pull

    Thunderbolt
    HP (Ice) Fire
    Rain Dance Substitute
    Thunder Wave

    Rain Dance is there because of Thunder, but also to protect Shedinja from Sandstorm and Hail. It also works for Kingdra in 2 on 2 or by swiching. Thunder will take out most enemies, but HP (Ice) gets those that Thunder won't. Thunder Wave it just helpfull most of the time, under most cercumstances. Magneton also 2X resistance to Shedinja's Flying weakness.

    Standard Maggy.Owns Skarm.

    --
    Steelix
    EVs: 252 Atk, 252 Def, 6 HP
    Adamant, Sturdy

    Earthquake
    Rock Slide
    Toxic Explosion
    Roar

    I origionaly had this guy with a Sassy nature and maximized HP and Special Defence, and that's why Toxic is still there. It wasn't working to well, because he was meant to combat pokemon with Rock attacks (Shedinja's weakness; 2X resistance), and most of those have Earthquake, so I swiched it to this... Should I keep it this way, swich it back, or swap Toxic for something?
    --
    Hitmontop
    EVs: 252 Atk, 252 HP, 6 Def
    Adamant, Intimidate

    Triple Kick
    Rock Slide
    Mach Punch
    Rapid Spin

    Hitmontop is here to combat Dark pokemon (again, resistance to Shedinja's weakness). Most Dark pokemon have high attack, so Intimidate was a good choice. Rapid Spin takes care of Spikes, and is usefull Vs. Leech Seeders. Triple Kick takes care of Substitute (except on Ninjask), and also serves as a main attack, followed by Rock Slide. Mach Punch helps against Reversal/Flail users.

    Fine, but I like: Counter_Bulk Up_Mach Punch_Brickbreak/Something. I do understand why you need Rapid Spin. Keep this set if you really need it.

    ----

    Anybody have any suggestions for this team? Some of the pokemon may be able to be swapped out with something, but most of them are the best I can find. Also, what would you rate this team on a scale of 1 to 10?

    I'll give it a 5. Just enough to pass. :)
     
    Protect ain't there to stop Sandstream it's there to suss out what your going to get killed with.
     
    I realise that, but any good player with a Ttar knows what the easiest thing to do is.
     
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