- 21
- Posts
- 14
- Years
- Seen Apr 9, 2011
So, I made this team to be as competitive as I could with the resources I have in-game (White+Pearl+Emerald combined). This means no Dream World abilities and only one play-through worth of TMs from Pearl.
Also, I only have access to one leftovers, which hurt a bit.
The Lead
------------
*image removed*
Shion @ Focus Sash
Regenerate
Jolly - 4hp / 252atk / 252spe
Fake Out
Hi Jump Kick
U-Turn
Taunt
My Anti-SR lead. Works quite well in theory with Fake Out to break sashes and a really fast Taunt to block status and traps. However, if their suicide lead just switches on the first turn I have no means of stopping that SR later.
The Defensive Core
-------------------------
Nattorei @ Rocky Helmet
Sassy - 252hp / 4def / 252spD
Leech Seed
Power Whip
Gyro Ball
Spikes
Standard Ferrothorn. With a lot of resistances and good defences this little thorn covered thingy can sponge both psychic attacks aimed at Mienshao or Infernape and bug attacks aimed at Zoroark.
*image removed*
U Jelly? @ Leftovers
Water Absorb
Calm - 252hp / 160def / 96spD
Will-O-Wisp
Recover
Taunt
Surf
Also quite standard. Jellicent supports Ferrothorn really well since they cover each others weaknesses perfectly. Also loves the water attacks aimed Gligar or Infernape due to Water Absorb.
Jellicent is also useful as spin blocker, although this team doesn't have much entry hazards (Ferrothorn's spikes only).
*image removed*
Buzz @ Eviolite
Sand Veil
Impish - 252hp / 136def / 120spD
Aerial Ace
Earthquake
Taunt
Roost
With awesome defences and resistance coverage in ground and fighting, Gligar completes this defensive core. With Aerial Ace, Gligar is also quite potent in handling the bulky fighters which FerroCent have problems with.
The Offensive Core
------------------------
*image removed*
Paranoia @ Life Orb
Naive - 4atk / 252spA / 252spe
Night Daze
Focus Blast
Flamethrower
Sucker Punch
I love Zororark's ability, Illusion. It opens up for a whole new mind-game-style of play. The strategy is to switch Zoroark in on pokes like Blissey/Chansey or Ferrothorn which is really afraid of what Infernape can do (Infernape will be his Illusion the first time) and then predict and hopefully OHKOing the incoming Infernape-counter on the switch, which will help a lot later when the real Infernape comes in to sweep a team full of holes.
Night Daze is chosen over Dark Pulse mainly for the accuracy drop chance. Since Zoroark is really frail this could save his life in a pinch.
*image removed*
D'Ruff @ Life Orb
Naive - 252atk / 4spA / 252spe
Close Combat
Overheat
U-Turn
Mach Punch
Standard mixed sweeper. STAB Close Combat is the main attack and is backed up by the priority in Mach Punch. Overheat is for Scizor and high-defence-but-low-spD-pokes such as Gligar. The main counter for this set is Jellicent, but a switch to Ferrothorn or some luck in my Zoroark-trick should help.
Main Problems
------------------
The team lacks both Stealth Rock and Rapid spin. Rapid spin is not my biggest concern though as I don't have any weakness to Stealth Rock.
I was thinking of changing my lead to Aerodactyl as it would still have Taunt, while still getting SR up almost every game.
Another possible lead would be my old Swampert from Pearl with SR/EQ/icebeam/protect. The lack of weaknesses (grass is covered by Ferrothorn) feels good, but no fast Taunt hurt my goal of preventing early entry hazards.
Zoroark could use some finishing touch too. Maybe Nasty Plot could fit better instead of Sucker Punch? Choice Specs or Focus Sash could be used instead of Life orb. Some general thoughts and tips would be really helpful here.
Thank you in advance for any tips that comes to mind.
Also, I only have access to one leftovers, which hurt a bit.
The Lead
------------
*image removed*
Shion @ Focus Sash
Regenerate
Jolly - 4hp / 252atk / 252spe
Fake Out
Hi Jump Kick
U-Turn
Taunt
My Anti-SR lead. Works quite well in theory with Fake Out to break sashes and a really fast Taunt to block status and traps. However, if their suicide lead just switches on the first turn I have no means of stopping that SR later.
The Defensive Core
-------------------------
![[PokeCommunity.com] Team Paranoia - would appreciate help. [PokeCommunity.com] Team Paranoia - would appreciate help.](https://forums.pokemonvortex.com/pokemon/Nattorei.gif)
Nattorei @ Rocky Helmet
Sassy - 252hp / 4def / 252spD
Leech Seed
Power Whip
Gyro Ball
Spikes
Standard Ferrothorn. With a lot of resistances and good defences this little thorn covered thingy can sponge both psychic attacks aimed at Mienshao or Infernape and bug attacks aimed at Zoroark.
*image removed*
U Jelly? @ Leftovers
Water Absorb
Calm - 252hp / 160def / 96spD
Will-O-Wisp
Recover
Taunt
Surf
Also quite standard. Jellicent supports Ferrothorn really well since they cover each others weaknesses perfectly. Also loves the water attacks aimed Gligar or Infernape due to Water Absorb.
Jellicent is also useful as spin blocker, although this team doesn't have much entry hazards (Ferrothorn's spikes only).
*image removed*
Buzz @ Eviolite
Sand Veil
Impish - 252hp / 136def / 120spD
Aerial Ace
Earthquake
Taunt
Roost
With awesome defences and resistance coverage in ground and fighting, Gligar completes this defensive core. With Aerial Ace, Gligar is also quite potent in handling the bulky fighters which FerroCent have problems with.
The Offensive Core
------------------------
*image removed*
Paranoia @ Life Orb
Naive - 4atk / 252spA / 252spe
Night Daze
Focus Blast
Flamethrower
Sucker Punch
I love Zororark's ability, Illusion. It opens up for a whole new mind-game-style of play. The strategy is to switch Zoroark in on pokes like Blissey/Chansey or Ferrothorn which is really afraid of what Infernape can do (Infernape will be his Illusion the first time) and then predict and hopefully OHKOing the incoming Infernape-counter on the switch, which will help a lot later when the real Infernape comes in to sweep a team full of holes.
Night Daze is chosen over Dark Pulse mainly for the accuracy drop chance. Since Zoroark is really frail this could save his life in a pinch.
*image removed*
D'Ruff @ Life Orb
Naive - 252atk / 4spA / 252spe
Close Combat
Overheat
U-Turn
Mach Punch
Standard mixed sweeper. STAB Close Combat is the main attack and is backed up by the priority in Mach Punch. Overheat is for Scizor and high-defence-but-low-spD-pokes such as Gligar. The main counter for this set is Jellicent, but a switch to Ferrothorn or some luck in my Zoroark-trick should help.
Main Problems
------------------
The team lacks both Stealth Rock and Rapid spin. Rapid spin is not my biggest concern though as I don't have any weakness to Stealth Rock.
I was thinking of changing my lead to Aerodactyl as it would still have Taunt, while still getting SR up almost every game.
Another possible lead would be my old Swampert from Pearl with SR/EQ/icebeam/protect. The lack of weaknesses (grass is covered by Ferrothorn) feels good, but no fast Taunt hurt my goal of preventing early entry hazards.
Zoroark could use some finishing touch too. Maybe Nasty Plot could fit better instead of Sucker Punch? Choice Specs or Focus Sash could be used instead of Life orb. Some general thoughts and tips would be really helpful here.
Thank you in advance for any tips that comes to mind.