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Team from me. =O

otaku-dono

Merkabah
  • 191
    Posts
    16
    Years
    OU team for Shoddy. Just seeing what people have to say. :3

    *pokemonelite2000 image removed*
    Bronzong @Leftovers
    Relaxed Nature, Levitate
    252 HP, 128 Defense, 128 Sp.D
    - Earthquake
    - Hypnosis
    - Stealth Rock
    - Trick Room

    Pretty nice Trick Room lead, has a minimum of 63 speed so once Trick Room is up it can Hypnosis and Stealth Rock, with Earthquake for some nice coverage.

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    Exeggutor @Life Orb
    Brave Nature, Chlorophyll
    252 HP, 252 Attack, 4 Sp.D
    - Swords Dance
    - Trick Room
    - Wood Hammer
    - Zen Headbutt

    Minimum speed of 103, which is nice for a Trick Room sweeper. Life Orb to make his attacks hurt more, and it goes nicely with Swords Dance. Wood Hammer and Zen Headbutt for STAB. Not too sure about this though, I might switch to either a mix set or a special set; it keeps killing itself with recoil. @__@

    *pokemonelite2000 image removed*
    Dusknoir @Leftovers
    Relaxed Nature, Pressure
    252 HP, 128 Defense, 128 Sp.D
    - Fire Punch
    - Pain Split
    - Trick Room
    - Will-o-wisp

    Minimum speed of 85 is nice, and another defensive Trick Roomer with some fire power. Fire Punch is to hit Scizor and Forretress in particular. Pain Split for healing, and Will-o-wisp to take out physical sweepers and just do damage. No need for STAB I feel, as there isn't room for it here.

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    Porygon2 @Expert Belt
    Quiet Nature, Trace
    252 HP, 252 Sp.A, 4 Defense
    - Ice Beam
    - Thunderbolt
    - Tri Attack
    - Trick Room

    Minimum speed of 112 is nice. Thunderbolt and Ice Beam for coverage obviously: Thunderbolt dispatches Gyarados and most other Waters, Ice Beam for Dragons and Gliscor. Tri Attack is more reliable than Hyper Beam for special STAB, and the hax of some helpful status ailments is handy. Expert Belt due to the extreme coverage of Thunderbolt and Ice Beam.

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    Slowking @Life Orb
    Quiet Nature, Oblivious
    252 HP, 252 Sp.A, 4 Defense
    - Flamethrower
    - Nasty Plot
    - Surf
    - Trick Room

    This thing is a beast. Trick Room gives it time to set up, and with 58 speed it won't be getting outsped in a while. Flamethrower to hurt Grass types who think they can take on the King of Slow, and Surf for STAB obviously. Even without Trick Room up this thing pwns. Life Orb just adds to the pain too.

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    Gardevoir @Expert Belt
    Quiet Nature, Trace
    252 HP, 252 Sp.A, 4 Defense
    - Focus Blast
    - Psychic
    - Shadow Ball
    - Trick Room

    I was looking for something to cover weaknesses, and I stumpled upon her. 148 speed is viable in Trick Room, and I mainly use it for Tyranitar. Focus Blast is OHKO easily. Shadow Ball covers Psychics, and Psychic is for STAB and to kill Poisons. It does very well, and the Expert Belt helps in the damage dealing department.

    So go for it. Laugh if you will, but this team has gone rather well for me. I am out to prove Trick Room is a threat to competitive battling. :3
     
    Trick Room is a nice viable option, but having it on ALL of your pokemon is not a good idea. I would limit the amount of TR users to 2 or 3. Zong, Noir, and P2 are probably the more viable options for it.

    On Exxegutor, if you're worried about over recoil from Wood Hammer, you could opt for Seed Bomb, and then put Selfdestruct/LeafStorm over TR (iirc it doesn't learn Explosion, but it probably does. If it can learn Explosion, use that>> Selfdestruct).

    When TR isn't up, CB Tar will easily tear you to shreds. I recommend putting in a slow Tar counter like Machamp or Hairymama >> Slowking to help with that weakness.
     
    Slowking @Life Orb
    Life Orb? A somewhat bulky pokemon with the invested 252 HP EVs why in the world would you choose Life Orb? You do know it takes away 10% HP each attack. What a waste of all that HP! That is why most sets use Leftovers that increases HP each turn.
     
    Life Orb? A somewhat bulky pokemon with the invested 252 HP EVs why in the world would you choose Life Orb? You do know it takes away 10% HP each attack. What a waste of all that HP! That is why most sets use Leftovers that increases HP each turn.

    Life Orb does lose 10% of your health, but Slowking has Slack Off to stop that, and Life Orb helps out a lot with special sweeping. and the 252 HPs are there because he wants to use no speed, since this is a TR team.

    Looking at the team, I think it needs a good revamp. Along with the CB Tar weak, Taunters can easily stop this team and allow set-ups and sweeps. You also have noone to abosrb status with. To stop CB Tar, I would run RestTalk Champ>> Slowking, also gives you a status abosrber.

    I would put a Life Orb on Pory2, and have it run Recover/TR/T-Bolt/Ice Beam.

    I already talked about Exxegutor.
     
    Is this a team? If it is, there's no need for each one of them to have Trick Room, unless you plan on getting angry as soon as your lead dies. It carries over to every following Pokemon. (and, zomg, WITHOUT baton pass o:.) With some of these Pokemon you're just wasting a valuable moveslot. (ie: Porygon2, who can't set up Trick Room without getting CC'd or Focus Punched anyway)
     
    Trick Room is a nice viable option, but having it on ALL of your pokemon is not a good idea. I would limit the amount of TR users to 2 or 3. Zong, Noir, and P2 are probably the more viable options for it.
    I tried it with a couple before, but that didn't work too well. I've been trying to come up with other options for Pokemon who can function in Trick Room and when it's down. Iron Ball Weavile with Fling is fun, but Shoddy doesn't seem to have Iron Ball or Fling. @__@ If it actually does and it was being ninja, I'd replace Gardevoir if anything.
    On Exxegutor, if you're worried about over recoil from Wood Hammer, you could opt for Seed Bomb, and then put Selfdestruct/LeafStorm over TR (iirc it doesn't learn Explosion, but it probably does. If it can learn Explosion, use that>> Selfdestruct).
    Ah yes, Seed Bomb. Forgot about that. And it does get Explosion, so that could be an idea. To be honest, Eggy hasn't used Trick Room once and lived, so I'm thinking about replacing that with Explosion.
    When TR isn't up, CB Tar will easily tear you to shreds. I recommend putting in a slow Tar counter like Machamp or Hairymama >> Slowking to help with that weakness.
    Not getting rid of Slowking sorry. It has been the best performer for this team, so it's staying. Although I do see that hole, so I'll have to look into it.
    Taunters can easily stop this team and allow set-ups and sweeps. You also have noone to abosrb status with.
    Taunting leads really annoy me. That's what screws me over the most probably, since I have to switch to something that can kill the anti lead. I'll try out Machamp, but not replacing Slowking.
    I would put a Life Orb on Pory2, and have it run Recover/TR/T-Bolt/Ice Beam.
    Good idea, I'll change that.
    Is this a team?
    It is indeed. Usually that's what is in this section.
    It carries over to every following Pokemon. (and, zomg, WITHOUT baton pass o:.)
    You honestly think I don't know that? Seriously?
    Porygon2, who can't set up Trick Room without getting CC'd or Focus Punched anyway
    Unless they have to switch in.
     
    I don't see Garde's main role on this team; it adds to your already 4 Psychics, still opening you up to Dark attacks. I would run a bulky fighter, say, Hariyama over Garde to function as a Tyranitar counter, something this team NEEDS extremely. Running Machamp would also work, especially with...

    Machamp@Leftovers
    Relaxed, No Guard
    104 HP/148 atk/252 def (0 speed IV)

    Dynamicpunch
    Stone Edge/Ice Punch
    Rest
    Sleep Talk

    There ya go; Tyranitar counter. This serves as your general rock/dark resist, as well as status absorber.

    Also, if running 3 TRers isn't enough, then surely 4 at the most will serve well. Having 5 or 6 is overkill to be honest. on Pory, you could try out something like Charge Beam/Ice Beam/Tri Attack/Recover @Leftovers, making it a bulky tank, as well as a boosting attacker.

    I say you might need to do some revamps here. For TR teams, you have to learn how to make the team flow from Trick Room to TR Sweeper. Throwing TR on a sweeper costs you a valuable turn, something that could make a difference...a big one.
     
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