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- Seen Feb 7, 2014
I want to make a team that revolves around the use of bulky Pokemon. Here's what I got so far
Skarmory@Choice Scarf
252 hp and Speed, 4 defense
--------------------------
Jolly
------------------
Sturdy
-------------------
Stealth Rock
Spikes
Taunt
Brave Bird
Pros: outruns most taunters, tough to bring down. Can come out later to drop more spikes or stealth rock. taunt can disrupt other hazard layers, especially if there is a Pokemon in team that can 1 or 2 hit KO it.
Cons: Not much use if it's the last Pokemon, also, Scarf stops it from dropping both Stealth Rock and Spikes.
Laying a hazard will assist in discouraging the opponent from constantly swapping out. Not letting the Skarmory suicide has the added benefit of letting it be sent out vs physical attackers to set up more spikes/rock.
Venusaur@Venusaurite
252 HP and Satk, 4 Def
--------
Modest
----------
Thick Fat (After Mega Evolution)
------------------
Giga Drain
Ingrain / Synthesis (leaning towards Synthesis, but ingrain could be used to counter some Roar spamming pokemon)
Leech Seed
Stun Spore
Spread Paralysis to disrupt enemies and poke them with Giga Drain and Leech seed.
Pros: Only weak to Flying and Psychic, resistant to Water, Electric, Grass, Fighting, and Fairy. Heavy defense and ability to recover HP
Cons: Poor damage output.
Mega Venusaur is a wall, of course. Sent out vs a type weak to grass to force it to swap, when it swaps, the opponent will get a face full of Stun Spores, then a leech seed on the next turn. Turn after that, use Stun Spore again in case the enemy tries to swap to another Pokemon. Opponents may instinctively swap to a fire type, which Venusaur is not weak to thanks to Thick Fat. The basic strategy is to simply outlast the opponent's Pokemon.
Metagross@Assault Vest
252 Attack and HP, 4 Sdef
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Brave or Adamant
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Clear Body (to avoid intimidate)
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Power-up Punch
Rock Tomb
Meteor Mash
Earthquake
Pros: 9 resists(all but water electric fighting and bug), Poison Immunity, 2 weaknesses (fire and ground), great bulk and damage
Cons: Slow and no recovery.
Metagross is basically the dreadnaught of the team. Big, slow, tough, hits hard, and is hard to bring down. Assault vest shores up it's special defense, and actually makes it more special bulky than physical (but the opponent probably won't realize it at first) Rock Tomb is for beating Flying and Fire types, and Power-up Punch of course, is a non status Attack booster.
Porygon2@Eviolite
252 HP and Satk, 4 speed
----------------------------
modest
--------------------
Download
------------------
Psyshock
Ice Beam
Thunderbolt
Recover
Pros: Can use Special Attack to damage both Physical and Special Bulk (Psyshock checks vs Physical defense) Good bulk thanks to Eviolite, has a recovery move
Cons: few resists, slow, and must be sent out vs pokemon with more Defense than Special Defense for Download to work.No STAB move.
This Pokemon can hit almost any Pokemon for good damage if sent out at the right time. Thunderbolt can bring down the likes of Skarmory and Talonflame, while Ice Beam is for hitting those who are resistant/immune to Thunderbolt (like grass types, ground types, and Dragons, except Goodra). Psyshock is for specially defensive Pokemon.
Aegislash@leftovers
252 Def and HP, 4 Sdef
------------------------
Any nature that doesn't drop Defense or Special Defense
----------------------------
Stance Change
------------------------
Swagger
Taunt
Protect
Substitute
Pros: Resists all but Water and electric, only weak to Fire, Ground, Ghost, Dark, Immune to Normal, Fighting, and Poison. Very heavy defense. Not many will see this strategy coming.
Cons: extreme taunt bait, no direct damage, opponent can simply keep swapping out if no hazards are out. Very chance based, could possibly backfire in a big way.
I'm still debating Pokemon #6.
Skarmory@Choice Scarf
252 hp and Speed, 4 defense
--------------------------
Jolly
------------------
Sturdy
-------------------
Stealth Rock
Spikes
Taunt
Brave Bird
Pros: outruns most taunters, tough to bring down. Can come out later to drop more spikes or stealth rock. taunt can disrupt other hazard layers, especially if there is a Pokemon in team that can 1 or 2 hit KO it.
Cons: Not much use if it's the last Pokemon, also, Scarf stops it from dropping both Stealth Rock and Spikes.
Laying a hazard will assist in discouraging the opponent from constantly swapping out. Not letting the Skarmory suicide has the added benefit of letting it be sent out vs physical attackers to set up more spikes/rock.
Venusaur@Venusaurite
252 HP and Satk, 4 Def
--------
Modest
----------
Thick Fat (After Mega Evolution)
------------------
Giga Drain
Ingrain / Synthesis (leaning towards Synthesis, but ingrain could be used to counter some Roar spamming pokemon)
Leech Seed
Stun Spore
Spread Paralysis to disrupt enemies and poke them with Giga Drain and Leech seed.
Pros: Only weak to Flying and Psychic, resistant to Water, Electric, Grass, Fighting, and Fairy. Heavy defense and ability to recover HP
Cons: Poor damage output.
Mega Venusaur is a wall, of course. Sent out vs a type weak to grass to force it to swap, when it swaps, the opponent will get a face full of Stun Spores, then a leech seed on the next turn. Turn after that, use Stun Spore again in case the enemy tries to swap to another Pokemon. Opponents may instinctively swap to a fire type, which Venusaur is not weak to thanks to Thick Fat. The basic strategy is to simply outlast the opponent's Pokemon.
Metagross@Assault Vest
252 Attack and HP, 4 Sdef
------------
Brave or Adamant
------------------------
Clear Body (to avoid intimidate)
-----------------------
Power-up Punch
Rock Tomb
Meteor Mash
Earthquake
Pros: 9 resists(all but water electric fighting and bug), Poison Immunity, 2 weaknesses (fire and ground), great bulk and damage
Cons: Slow and no recovery.
Metagross is basically the dreadnaught of the team. Big, slow, tough, hits hard, and is hard to bring down. Assault vest shores up it's special defense, and actually makes it more special bulky than physical (but the opponent probably won't realize it at first) Rock Tomb is for beating Flying and Fire types, and Power-up Punch of course, is a non status Attack booster.
Porygon2@Eviolite
252 HP and Satk, 4 speed
----------------------------
modest
--------------------
Download
------------------
Psyshock
Ice Beam
Thunderbolt
Recover
Pros: Can use Special Attack to damage both Physical and Special Bulk (Psyshock checks vs Physical defense) Good bulk thanks to Eviolite, has a recovery move
Cons: few resists, slow, and must be sent out vs pokemon with more Defense than Special Defense for Download to work.No STAB move.
This Pokemon can hit almost any Pokemon for good damage if sent out at the right time. Thunderbolt can bring down the likes of Skarmory and Talonflame, while Ice Beam is for hitting those who are resistant/immune to Thunderbolt (like grass types, ground types, and Dragons, except Goodra). Psyshock is for specially defensive Pokemon.
Aegislash@leftovers
252 Def and HP, 4 Sdef
------------------------
Any nature that doesn't drop Defense or Special Defense
----------------------------
Stance Change
------------------------
Swagger
Taunt
Protect
Substitute
Pros: Resists all but Water and electric, only weak to Fire, Ground, Ghost, Dark, Immune to Normal, Fighting, and Poison. Very heavy defense. Not many will see this strategy coming.
Cons: extreme taunt bait, no direct damage, opponent can simply keep swapping out if no hazards are out. Very chance based, could possibly backfire in a big way.
I'm still debating Pokemon #6.