0660 Posted October 24, 2010 Posted October 24, 2010 Introduction I play in the official Smogon OU tier. Personal issues have stopped me from batting as much as I'd prefer, but another issue has arisen. I'm finding to have some problems with my team. So, at the risk of losing every battle I have on these forums, I will post my team in-depth here for you to critique. Building Process I wanted a sunny day team, just to prove that they can win in OU. Here's what I went through for my team. I needed a lead that could get sun up, and get out quickly. Jumpluff was the answer. She would incapacitate with sleep powder, sunny day on the switch, and u-turn out with new found chlorophyll speed. I needed a sweeper, so I got a nice sweeper. With awesome chlorophyll speed, solarbeam, and other nice sweeping moves, I thought Exeggutor would be perfect. I wanted to have someone to come in and set sun up again, in case Jumpluff died. Celebi was the one, especially with the T-Wave support it offered. I figured fire would tear my team up, so I put Heatran in, since his flash fire would absorb any incoming fire moves, and he could counter with an Earth Power. I thought the more sun support the better. With the ability to moonlight/toxic stall, Cresselia was the perfect addition to my team. At this point, I thought about Tyranitar. What would I do with one of those nasty buggers? I put Dugtrio in, because an EQ from him would tear a Tyranitar up. Jumpluff didn't work out so well, so I put Bronzong in. He can come in again and again with his amazing bulk, and explode when he's all worn out. In-Depth Here's my team in-depth, with my opinions on each Pokemon. Bronzong @ Heat Rock Ability: Levitate Sassy {+SpD, -Spe} EVs: 252 HP / 124 Def /132 SpD Stealth Rock Sunny Day Earthquake Explosion Even though he wasn't originally in the team, he's amazing. EVs and Nature: Sassy seemed like the best choice for this guy, obviously improving his bulk, while reducing speed, a useless stat for him. 252 HP EVs is the best option in my opinion, because he needs a lot of bulk to be able to switch in to get Sunny Day up multiple times. The split EVs in each defense is a given. They help add even more bulk to back up the HP. Moveset: This moveset is pretty awesome, if I may say so. He always gets stealth rocks up, almost always gets Sunny Day up, and can switch back in to set both up again if need be. He can explode when he's used up, too. Earthquake shocks a lot of people, but he never does enough damage for the surprise to matter. I'm looking for a replacement for earthquake. Celebi @ Leftovers Ability: Natural Cure Timid: {+Spe, -Atk} EVs: 236 HP / 78 Spe / 200 SpA Thunder Wave Solarbeam Sunny Day Recover This Pokemon really needs to be replaced, it never helps me in battle, ever. EVs and Nature: Timid gives this guy a boost in speed, while hurting it's attack, which doesn't matter anyway. Sure, not the best for this type of Celebi, but I want it gone anyway. The EVs make it slightly bulky, a little fast, and will give it's Solarbeam a punch (if it ever gets one off). Moveset: Terrible moveset, I may have been high when making it. Recover to recover, obviously. I suppose I wanted ANOTHER sunny day utility, since this Pokemon has sunny day too. Solarbeam is beastly, but Celebi never gets it off. The T-wave occasionally helps, but not enough to make me want to keep this Pokemon. Cresselia @ Leftovers Ability: Levitate Bold: {+Def, -Atk} EVs:252 Sp Def / 252 HP / 6 SpA Psychic Moonlight Sunny Day Toxic Cresselia in one word: Amazing. No two ways about it. EVs and Nature: The combination of Bold and the Special Defense EVs allows this thing to wall both physical and special attacks. Nothing can stop this Pokemon from walling. The attack lost from Bold is lulz, since it doesn't EVER use attack. Moveset: This moveset allows me to get Sunny Day support, and makes Cresselia an efficient wall. The Sunny day is on it for obvious reasons, but it also boosts the power of moonlight; it will heal 3/4 HP if Sunny day is active. Toxic/Moonlight stall works crazily well. Psychic actually does do some damage, but is mostly there because I don't like having a Pokemon with no offensive moves on it. Heatran @ Life Orb Ability: Flash Fire Naive: {+Spe, -SpD} EVs: 4 Atk / 252 SAtk / 252 Spd Fire Blast Earth Power SolarBeam Explosion Good Pokemon to have, rapes most fire types, other than Infernape. EVs and Nature: The Naive nature seems to be working well, as if Heatran gets hit with a special attack anyway he'll be toast. The speed allows me to outspeed most other Heatrans, so I can kill them. The little atk EVs are for exploding, and the other EVs are self explanatory. Moveset: I like Fire Blast, the increased power is worth the lack of accuracy. The amount of times I've missed is so low I barely even notice it. Earth Power is a given, gets rid of other Heatrans. Solarbeam shocks those slow, "bulky" water types. Explosion gets me one more kill when Heatran is all used up. Exeggutor @ Choice Specs Ability: Chlorophyll Timid: {+Spe, -Atk} EVs: 252 SpA / 252 Spe / 4 HP Solarbeam Psychic Sludge Bomb Ancientpower Good in theory, but never ends up doing much in game. EVs and Nature: Timid gives him a lot of speed, especially with choice specs. The 252/252/4 spread is rather self-explanatory, I won't bore you with any of that. Moveset: Ancientpower needs to go, it's useless in general. Sludge Bomb is useful for taking out other Grass types, Solarbeam is wicked STAB, as is Psychic. I think this guy needs to be replaced. Or maybe I should just take the Choice Specs off. Who knows? Dugtrio @ Choice Band Ability: Arena Trap Adamant: {+Atk, -SpA} EVs: 4 HP / 252 Atk / 252 Spd Aerial Ace Stone Edge Earthquake Sucker Punch Ah, yes. The Tyranitar counter. EVs and Nature: Adamant and 252 Attack and Speed are to maximize attack power, especially to Tyranitar, this team's worst enemy. Again, rather self explanatory. Maximize attack and speed, revenge kill. Moveset: Earthquake rapes almost everything, sucker punch helps for Gengar among others, and stone edge kills those pesky flying types that don't get killed by Earthquake. Aerial Ace doesn't actually do all that much, however. ~The End.
Sabeta Posted October 24, 2010 Posted October 24, 2010 Sadly, It doesn't work. I did an amazingly in-depth research into the metagame, and built around 20 Sunny Day teams. The simple fact is, they don't work. The reason for this, isn't neccassarily lack of Permanent sun, but of the current pool of Pokémon who can abuse it. A Sunny Day team in this meta, needs to win in about 12 turns. Otherwise, you're screwed. Despite this, I will try and rate you're team. Switch Bronzong to Heatproof, and it becomes a Heatran Counter. Nobody, and I mean NOBODY uses ground moves on Bronzong, unless they surprisingly do pitiful damage with a Fire Blast. If the sun is up, null what I just said (FireBlast outside of sun=~40%) Solar Beam is the worst move possible in this Metagame. Here's how the typical play would work out. [insert Pokémon here used Sunny Day] I switch to Tyranitar now, while you begin Solar Beam. Now your Solar Beam is weaker, and I get a free turn. Also, while Heatran is awesome considering your Fire Weaknesses, he's so common in the meta, there are a plethora of counters to him, and as such, will be taken out early. (He's on one out of every four teams). Again, Solar Beam hurts his performance, as his biggest counter is Tyranitar. Don't you dare get rid of Exeggutor. He's your saving grace. Ditch Solar Beam, iirc he gets Flamethrower+Sun. If you need Stab, go with Leaf Storm. He'll be forced out quickly anyway. Dugtrio doesn't do anything to gengar. Gengar knows about Sucker Punch, and will switch out. Levitate>Arena Trap.
0660 Posted October 24, 2010 Author Posted October 24, 2010 Well.. hearing that first bit makes me not want to even to continue this team.. I want a somewhat "special" team (SS, Hail, TR, ect.) But regular teams work better for me.
Sabeta Posted October 24, 2010 Posted October 24, 2010 5th Gen Sun is infintely better. Hail teams are alright, not the best you can build, but they are better than Sunny Day to be sure.
0660 Posted October 25, 2010 Author Posted October 25, 2010 5th Gen Sun is infintely better. May I ask why?
Sabeta Posted October 25, 2010 Posted October 25, 2010 Because in 5th Gen; Ninetales gets Drought as a Dream World ability, allowing for infinite sun. Just as well, there are more, and better chlorophyll users, and a good selection of fire types. All around it's pretty sweet.
0660 Posted October 25, 2010 Author Posted October 25, 2010 Ninetales gets Drought as a Dream World ability Are you serious? Drought comes to something lower than Uber!? I'm going to cry (tears of joy).
Gin Posted October 25, 2010 Posted October 25, 2010 Weather is spread around, though standard OU will probably NOT allow DW abilities.. I don't want to seem rude, but scrapping this one seems like the best option
0660 Posted October 25, 2010 Author Posted October 25, 2010 (edited) I don't want to seem rude, but scrapping this one seems like the best option No, you're definitely right. I made a new team, for gen 5. It needs some work, but it functions relatively well. Ninetales (F) @ Lum Berry Trait: Drought EVs: 4 HP / 252 SAtk / 252 Spd Hardy Nature - Hypnosis - Roar - Overheat - Substitute Urugamosu (M) @ Leftovers Trait: Swarm EVs: 4 HP / 252 SAtk / 252 Spd Hardy Nature - Butterfly Dance - Fire Blast - Bug Buzz - Hidden Power [ice] Shandera (M) @ Choice Scarf Trait: Flash Fire EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Overheat - Energy Ball - Shadow Ball - Hidden Power [Ground] Venusaur (M) @ Life Orb Trait: Chlorophyll EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Growth - SolarBeam - Sludge Bomb - Sleep Powder Forretress (M) @ Leftovers Trait: Sturdy EVs: 252 HP / 4 Def / 252 SDef Sassy Nature (+SDef, -Spd) - Payback - Pain Split - Toxic Spikes - Rapid Spin Cresselia (F) @ Leftovers Trait: Levitate EVs: 252 Atk / 4 SAtk / 252 SDef Bold Nature (+Def, -Atk) - Psychic - Moonlight - Toxic - Protect Didn't want to make a new thread just for this, please rate it here (if you do want to rate it). Logs: Against an Uber team: Battle between Jarhead and 0660 started! Rule: Unrated Rule: Sleep Clause Rule: Freeze Clause Rule: Evasion Clause Rule: OHKO Clause 0660 sent out Ninetales! Jarhead sent out Charizard! Ninetales's Drought intensified the sun's rays! Start of turn 1 Jarhead called Charizard back! Jarhead sent out Tyranitar! The foe's Tyranitar's Sand Stream whipped up a sandstorm! Ninetales used Hypnosis! The attack of Ninetales missed! The sandstorm rages! Ninetales is buffeted by the sandstorm! Start of turn 2 Ninetales used Hypnosis! The foe's Tyranitar fell asleep! The foe's Tyranitar is fast asleep! The sandstorm rages! Ninetales is buffeted by the sandstorm! Start of turn 3 0660 called Ninetales back! 0660 sent out Cresselia! The foe's Tyranitar is fast asleep! The sandstorm rages! Cresselia is buffeted by the sandstorm! Cresselia restored a little HP using its Leftovers! Start of turn 4 Jarhead called Tyranitar back! Jarhead sent out Zekuromu! The foe's Zekuromu has TeraVoltage! 0660 called Cresselia back! 0660 sent out Ninetales! Ninetales's Drought intensified the sun's rays! The sunlight is strong! Start of turn 5 Jarhead called Zekuromu back! Jarhead sent out Tyranitar! The foe's Tyranitar's Sand Stream whipped up a sandstorm! Ninetales used Roar! The foe's Charizard was dragged out! The sandstorm rages! The foe's Charizard is buffeted by the sandstorm! Ninetales is buffeted by the sandstorm! Start of turn 6 Jarhead called Charizard back! Jarhead sent out Tyranitar! 0660 called Ninetales back! 0660 sent out Urugamosu! The sandstorm rages! Urugamosu is buffeted by the sandstorm! Urugamosu restored a little HP using its Leftovers! Start of turn 7 Urugamosu used Butterfly Dance! Urugamosu's Sp. Att. rose! Urugamosu's Sp. Def. rose! Urugamosu's Speed rose! The foe's Tyranitar is fast asleep! The sandstorm rages! Urugamosu is buffeted by the sandstorm! Urugamosu restored a little HP using its Leftovers! Start of turn 8 Urugamosu used Butterfly Dance! Urugamosu's Sp. Att. rose! Urugamosu's Sp. Def. rose! Urugamosu's Speed rose! The foe's Tyranitar is fast asleep! The sandstorm rages! Urugamosu is buffeted by the sandstorm! Urugamosu restored a little HP using its Leftovers! Start of turn 9 Urugamosu used Hidden Power! The foe's Tyranitar lost 34% of its health! The foe's Tyranitar is fast asleep! The sandstorm rages! Urugamosu is buffeted by the sandstorm! Urugamosu restored a little HP using its Leftovers! The foe's Tyranitar restored a little HP using its Leftovers! Start of turn 10 Urugamosu used Fire Blast! It's not very effective... The foe's Tyranitar lost 44% of its health! The foe's Tyranitar woke up! The foe's Tyranitar used Earthquake! Urugamosu lost 155 HP! (49% of its health) The sandstorm rages! Urugamosu is buffeted by the sandstorm! Urugamosu restored a little HP using its Leftovers! The foe's Tyranitar restored a little HP using its Leftovers! Start of turn 11 Urugamosu used Fire Blast! It's not very effective... The foe's Tyranitar lost 33% of its health! The foe's Tyranitar fainted! The sandstorm rages! Urugamosu is buffeted by the sandstorm! Urugamosu restored a little HP using its Leftovers! Jarhead sent out Garchomp! Start of turn 12 Urugamosu used Hidden Power! The attack of Urugamosu missed! The foe's Garchomp used Earthquake! Urugamosu lost 157 HP! (50% of its health) Urugamosu fainted! The sandstorm rages! 0660: omfg 0660: that HP woulda OHKO'd you 0660 sent out Forretress! Start of turn 13 Jarhead called Garchomp back! Jarhead sent out Charizard! Forretress used Toxic Spikes! Poison spikes were scattered all around the feet of Jarhead's team! The sandstorm rages! The foe's Charizard is buffeted by the sandstorm! Start of turn 14 0660 called Forretress back! 0660 sent out Shandera! The foe's Charizard used Overheat! Shandera's Flash Fire raised the power of its Fire-type moves! The sandstorm rages! Shandera is buffeted by the sandstorm! The foe's Charizard is buffeted by the sandstorm! Start of turn 15 Jarhead called Charizard back! Jarhead sent out Alakazam! The foe's Alakazam was poisoned! Shandera used Shadow Ball! It's super effective! The foe's Alakazam lost 100% of its health! The foe's Alakazam fainted! The sandstorm rages! Shandera is buffeted by the sandstorm! Jarhead sent out Ononokusu! The foe's Ononokusu was poisoned! The foe's Ononokusu has Mold Breaker! Start of turn 16 0660 called Shandera back! 0660 sent out Forretress! The foe's Ononokusu used Surf! Forretress lost 50 HP! (14% of its health) The sandstorm rages! The foe's Ononokusu is buffeted by the sandstorm! The foe's Ononokusu is hurt by poison! Forretress restored a little HP using its Leftovers! Start of turn 17 Jarhead called Ononokusu back! Jarhead sent out Charizard! Forretress used Toxic Spikes! Poison spikes were scattered all around the feet of Jarhead's team! The sandstorm rages! The foe's Charizard is buffeted by the sandstorm! Forretress restored a little HP using its Leftovers! Start of turn 18 0660 called Forretress back! 0660 sent out Shandera! The foe's Charizard used Overheat! Shandera's Flash Fire raised the power of its Fire-type moves! The sandstorm rages! Shandera is buffeted by the sandstorm! The foe's Charizard is buffeted by the sandstorm! Start of turn 19 Jarhead called Charizard back! Jarhead sent out Ononokusu! The foe's Ononokusu has Mold Breaker! Shandera used Shadow Ball! The foe's Ononokusu lost 67% of its health! The foe's Ononokusu ate its Sitrus Berry! The foe's Ononokusu restored some HP! The sandstorm rages! Shandera is buffeted by the sandstorm! The foe's Ononokusu is buffeted by the sandstorm! The foe's Ononokusu is hurt by poison! Start of turn 20 0660 called Shandera back! 0660 sent out Venusaur! The foe's Ononokusu used Surf! It's not very effective... A critical hit! Venusaur lost 52 HP! (17% of its health) The sandstorm rages! The foe's Ononokusu is buffeted by the sandstorm! Venusaur is buffeted by the sandstorm! The foe's Ononokusu is hurt by poison! Start of turn 21 0660 called Venusaur back! 0660 sent out Ninetales! Ninetales's Drought intensified the sun's rays! The foe's Ononokusu used Surf! It's super effective! Ninetales lost 48 HP! (16% of its health) The sunlight is strong! The foe's Ononokusu is hurt by poison! The foe's Ononokusu fainted! Jarhead sent out Garchomp! The foe's Garchomp was poisoned! Start of turn 22 The foe's Garchomp used Aqua Tail! It's super effective! Ninetales lost 126 HP! (43% of its health) Ninetales used Roar! The foe's Charizard was dragged out! The sunlight is strong! Start of turn 23 Jarhead called Charizard back! Jarhead sent out Garchomp! Ninetales used Hypnosis! The attack of Ninetales missed! The sunlight is strong! The foe's Garchomp is hurt by poison! Start of turn 24 The foe's Garchomp used Aqua Tail! It's super effective! Ninetales lost 60 HP! (20% of its health) Ninetales fainted! The sunlight is strong! The foe's Garchomp is hurt by poison! 0660 sent out Venusaur! Start of turn 25 Jarhead called Garchomp back! Jarhead sent out Charizard! Venusaur used SolarBeam! It's not very effective... The foe's Charizard lost 20% of its health! The foe's Charizard ate its Sitrus Berry! The foe's Charizard restored some HP! The sunlight is strong! Start of turn 26 Venusaur used Sludge Bomb! The foe's Charizard lost 66% of its health! The foe's Charizard was poisoned! The foe's Charizard used Overheat! It's super effective! Venusaur lost 172 HP! (56% of its health) The foe's Charizard's Sp. Att. sharply fell! Venusaur fainted! The sunlight is strong! The foe's Charizard is hurt by poison! The foe's Charizard fainted! 0660 sent out Cresselia! Jarhead sent out Garchomp! Start of turn 27 Jarhead called Garchomp back! Jarhead sent out Zekuromu! The foe's Zekuromu was poisoned! The foe's Zekuromu has TeraVoltage! Cresselia used Protect! But it failed! The sunlight is strong! The foe's Zekuromu is hurt by poison! Start of turn 28 Cresselia used Protect! Cresselia protected itself! The foe's Zekuromu used Shadow Claw! Cresselia protected itself! The sunlight is strong! The foe's Zekuromu is hurt by poison! Start of turn 29 0660 called Cresselia back! 0660 sent out Forretress! The foe's Zekuromu used Shadow Claw! It's not very effective... Forretress lost 36 HP! (10% of its health) The sunlight is strong! The foe's Zekuromu is hurt by poison! Forretress restored a little HP using its Leftovers! Start of turn 30 The foe's Zekuromu used Lightning Strike! Forretress lost 186 HP! (52% of its health) Forretress used Payback! The foe's Zekuromu lost 16% of its health! The sunlight is strong! The foe's Zekuromu is hurt by poison! Forretress restored a little HP using its Leftovers! Start of turn 31 Jarhead called Zekuromu back! Jarhead sent out Garchomp! 0660 called Forretress back! 0660 sent out Shandera! The sunlight is strong! The foe's Garchomp is hurt by poison! Start of turn 32 Shandera used Overheat! The attack of Shandera missed! The foe's Garchomp used Earthquake! It's super effective! Shandera lost 198 HP! (75% of its health) Shandera fainted! The sunlight is strong! The foe's Garchomp is hurt by poison! 0660 sent out Cresselia! Start of turn 33 The foe's Garchomp used Double Chop! Cresselia lost 51 HP! (13% of its health) Cresselia lost 57 HP! (14% of its health) Hit 2 times! Cresselia used Psychic! The foe's Garchomp lost 26% of its health! The foe's Garchomp ate its Sitrus Berry! The foe's Garchomp restored some HP! The sunlight is strong! The foe's Garchomp is hurt by poison! Cresselia restored a little HP using its Leftovers! Start of turn 34 The foe's Garchomp used Toxic! Cresselia was poisoned! Cresselia used Moonlight! Cresselia regained health! The sunlight is strong! The foe's Garchomp is hurt by poison! Cresselia is hurt by poison! Start of turn 35 The foe's Garchomp used Double Chop! Cresselia lost 49 HP! (12% of its health) Cresselia lost 52 HP! (13% of its health) Hit 2 times! Cresselia used Psychic! The foe's Garchomp lost 18% of its health! The foe's Garchomp fainted! The sunlight is strong! Cresselia restored a little HP using its Leftovers! Cresselia is hurt by poison! Jarhead sent out Zekuromu! The foe's Zekuromu has TeraVoltage! Start of turn 36 The foe's Zekuromu used Shadow Claw! It's super effective! Cresselia lost 152 HP! (39% of its health) Cresselia used Moonlight! Cresselia regained health! The sunlight is strong! The foe's Zekuromu is hurt by poison! Cresselia restored a little HP using its Leftovers! Cresselia is hurt by poison! Start of turn 37 Cresselia used Protect! Cresselia protected itself! The foe's Zekuromu used Shadow Claw! Cresselia protected itself! The sunlight is strong! The foe's Zekuromu is hurt by poison! Cresselia restored a little HP using its Leftovers! Cresselia is hurt by poison! Start of turn 38 The foe's Zekuromu used Lightning Strike! A critical hit! Cresselia lost 215 HP! (56% of its health) Cresselia fainted! The sunlight is strong! The foe's Zekuromu is hurt by poison! The foe's Zekuromu fainted! 0660 won the battle! 0660: Thanks for the match. Jarhead: Nice one but i will win next time 0660: gg 0660: Jarhead: gg In Doubles (Accidental Battle): Battle between 0660 and Tr1sK3Li0n started! Tier: OverUsed Rule: Unrated Tr1sK3Li0n sent out Cloyster! 0660 sent out Ninetales! Tr1sK3Li0n sent out Chansey! 0660 sent out Urugamosu! Ninetales's Drought intensified the sun's rays! 0660: ohshit 0660: dubs Tr1sK3Li0n: :L dont worry Start of turn 1 Ninetales used Hypnosis! The attack of Ninetales missed! Urugamosu used Butterfly Dance! Urugamosu's Sp. Att. rose! Urugamosu's Sp. Def. rose! Urugamosu's Speed rose! The foe's Cloyster used Shell Smash! The foe's Cloyster's Defense fell! The foe's Cloyster's Sp. Def. fell! The foe's Cloyster's Attack sharply rose! The foe's Cloyster's Sp. Att. sharply rose! The foe's Cloyster's Speed sharply rose! The foe's Chansey used Healing Wave! The foe's Cloyster regained health! The sunlight is strong! Tr1sK3Li0n: this team isnt that good, still testing 0660: I see Start of turn 2 Tr1sK3Li0n called Chansey back! Tr1sK3Li0n sent out Roobushin! Urugamosu used Butterfly Dance! Urugamosu's Sp. Att. rose! Urugamosu's Sp. Def. rose! Urugamosu's Speed rose! The foe's Cloyster used Shell Blade! It's super effective! Urugamosu lost 236 HP! (75% of its health) Urugamosu's Defense fell! Ninetales used Roar! The foe's Urugamosu was dragged out! The sunlight is strong! Urugamosu restored a little HP using its Leftovers! Start of turn 3 Urugamosu used Fire Blast! The foe's Roobushin lost 100% of its health! The foe's Zoroaaku fainted! The foe's Urugamosu used Butterfly Dance! The foe's Urugamosu's Sp. Att. rose! The foe's Urugamosu's Sp. Def. rose! The foe's Urugamosu's Speed rose! Ninetales used Overheat! The attack of Ninetales missed! The sunlight is strong! Urugamosu restored a little HP using its Leftovers! Tr1sK3Li0n sent out Cloyster! Start of turn 4 Urugamosu used Fire Blast! The foe's Urugamosu lost 100% of its health! The foe's Urugamosu fainted! Ninetales used Hypnosis! The foe's Cloyster fell asleep! The foe's Cloyster ate its Lum Berry! The foe's Cloyster's status cleared! The foe's Cloyster used Shell Smash! The foe's Cloyster's Defense fell! The foe's Cloyster's Sp. Def. fell! The foe's Cloyster's Attack sharply rose! The foe's Cloyster's Sp. Att. sharply rose! The foe's Cloyster's Speed sharply rose! The sunlight is strong! Urugamosu restored a little HP using its Leftovers! Tr1sK3Li0n sent out Chansey! Start of turn 5 Urugamosu used Bug Buzz! The foe's Cloyster lost 100% of its health! The foe's Cloyster fainted! Ninetales used Hypnosis! The attack of Ninetales missed! The foe's Chansey used Healing Wave! Urugamosu regained health! The sunlight is strong! Urugamosu restored a little HP using its Leftovers! Tr1sK3Li0n sent out Roobushin! 0660: Shiiit, This HAS to be uber Tr1sK3Li0n: ? 0660: Urugamosu 0660: Butterfly Dance is just too good Tr1sK3Li0n: he's uber? 0660: Nah 0660: He should be though Tr1sK3Li0n: should be :L Start of turn 6 Urugamosu used Fire Blast! The foe's Roobushin lost 100% of its health! The foe's Roobushin fainted! Ninetales used Hypnosis! The foe's Chansey fell asleep! The foe's Chansey is fast asleep! The sunlight is strong! Urugamosu restored a little HP using its Leftovers! Tr1sK3Li0n sent out Latios! Start of turn 7 0660 called Ninetales back! 0660 sent out Venusaur! Urugamosu used Bug Buzz! It's super effective! The foe's Latios lost 100% of its health! The foe's Latios fainted! The foe's Chansey woke up! The foe's Chansey used Seismic Toss! Urugamosu lost 100 HP! (32% of its health) The sunlight is strong! Urugamosu restored a little HP using its Leftovers! Start of turn 8 Urugamosu used Fire Blast! The foe's Chansey lost 90% of its health! Venusaur used SolarBeam! The foe's Chansey lost 10% of its health! The foe's Chansey fainted! 0660 won the battle! 0660: Thanks for the match. Tr1sK3Li0n: Damn..... Edited October 25, 2010 by 0660 Added Logs
Sabeta Posted October 25, 2010 Posted October 25, 2010 Weather is spread around, though standard OU will probably NOT allow DW abilities..I don't want to seem rude, but scrapping this one seems like the best option Untrue good sir. They will likely only be banned until the Japanese release of the ability. I see absolutely zero reason to ban any Dream World abilities. The most broken by far is Shadow Tag shandera, and even then it's too frail, and most the meta is too bulky, for it to be deemed Uber. As for you 0660, I would take Nintales out of the lead position. She's too fast. When playing weather, the slower Pokémon is the one whose weather will stay, so if you go against a Tyranitar/Politoad/obambasnow, the turn will look like this "The Suny intensified" "It started to Hail/Rain/Sandstorm" and you're forced to switch immediately. I would put Shandera in the lead, give it specs or scarf. Have it run Focus Blast and Energy Ball. (Note, you need specs for the following to work) so that it becomes a perfect counter to Tyranitar and Politoad leads, and with that; you can safely bring out the sun without worries. Uru is an amazing pokemon, no exceptions. I sweep teams with it all the time. It's my ace in the hole, even at 50%. For a special Sun Sweeper, it doesn't get better than Victreebell; try Weather Ball and Leaf Storm, and watch the carnage you get.
0660 Posted October 25, 2010 Author Posted October 25, 2010 What would I replace for Victreebell? I can't get rid of Venusaur, he sweeped multiple teams by himself.
wraith89 Posted October 25, 2010 Posted October 25, 2010 Venusaur and Victreebel somewhat overlap in roles though... Venusaur is faster and bulkier and even has the same SpA as Victreebel but is weaker physically and does not learn Weather Ball. Just keep Venusaur in if he is your style, as he is also capable of running mixed sets.
0660 Posted October 25, 2010 Author Posted October 25, 2010 Mixed would work, but I'm enjoying my Sludge Bomb/Solarbeam Combo. I find solarbeam actually useable with drought. Besides, if a weather changer comes in, I'll sleep it, and bring sun back up.
Sabeta Posted October 26, 2010 Posted October 26, 2010 The problem though, is if weather changes, you have to wait a turn, You don't get to sleep, because they just killed you. I find Victreebell MUCH better. Weather Ball, even if your opponent goes for Rain, is a 150 Power Water Move, which even many water types don't like to look at. With Leave Storm, he kills a good majority of them as well.
wraith89 Posted October 26, 2010 Posted October 26, 2010 Venusaur's 80 base speed and extra bulk can make quite a bit of difference mind you. However, with access to Weather Ball, this means you can leave an open slot for a Hidden Power of your choice as opposed to Venusaur (hmm... Hidden Power Ground/Rock or something comes into mind to deal with Fires), although Victreebel does get priority in the form of Sucker Punch (Platinum/HGSS move tutors). It really depends on the OP's preferences really. I've used Victreebel tons of times even before Gen V and found it very useful... but it found very little time to set up. And unfortunately for either of the two, rain speeds up some rain abusers so neither Venusaur nor Victreebel like taking Ice Beams or Ice Punches from their water opponent (without STAB or any other boost it won't KO, but still... hurts!) As for Weather Ball... base 150 Fire attack against opponent Grassers or Steels = profit... so take your pick. Growth raising both attack stats + 2 in the sun is like Shell Smash without the speed boost (but speed is provided by the sun, so no worries)... and no defense penalty, so if you get the chance to set up... great! Just watch out for other weather set uppers, of course. I will have to agree about the Solarbeam part with Sabeta... which can mess up if you fire Solarbeams too liberally, so be careful of that. I'd say Substitute or something can help, but that's another turn wasted. They bring a Cloud Niner/Rayquaza... yeah... another screw up (not to mention Rayquaza can set up that turn with impunity and take the incoming Solarbeam like a champ... but then again Rayquaza will most likely get banned). Or worse... they bring a Tyranitar with its bloated special defense in the sand and try to bring in their Landorosu (that troll Raijin leader with Sand Throw ability) or that broken Mole with their sand combo, taking advantage of your liberal Solarbeams and sweeping through your team no problem. Just saying to be careful there. But honestly, I prefer Energy Ball/Grass Knot usually as it does not really have that penalty and is usually enough to OHKO those who are weak to Grass (though Swampert lives non STABd versions).
0660 Posted October 26, 2010 Author Posted October 26, 2010 (edited) Hmm... Here's a very rough outline of a Moveset: Victreebel (M) @ Life Orb Trait: Chlorophyll EVs: 6 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Weather Ball - Hidden Power [Ground] - Leaf Storm - Synthesis Weather Ball for obvious Reasons, Leaf Storm for STAB, HP Ground for Fire Types. I'm thinking Fire (or Water if rain comes out), Grass, and Ground types will give me some nice coverage, and a Sun-Boosted Synthesis will help the Life Orb damage. Thoughts? Also, Venusaur's SpA was 299, *4 with 3 Growths under the sun, makes it 1196. That plus STAB and Life Orb makes it INSANE. Edited October 26, 2010 by 0660 added moveset analysis; stat calc stuff
Sabeta Posted October 26, 2010 Posted October 26, 2010 Victreebell at *4 is 982, but that's with neutral nature. If you want, you can run Growth on him too, for the +2 to your special attack, if you do that, Sucker Punch is a very viable move over say Hidden Power. Both builds are fine though. I also tested Venusaur, it's rock solid as a Pokemon, both are quite respectable.
0660 Posted October 26, 2010 Author Posted October 26, 2010 I'll just have two teams, one with Venusaur, one with Victreebell, and test.
0660 Posted October 26, 2010 Author Posted October 26, 2010 Gaw, that leaves a large fire weakness, right?
0660 Posted October 26, 2010 Author Posted October 26, 2010 Heatran could Rape Venusaur and Victreebell, then predict a switch and Earth Power
Neal Posted October 30, 2010 Posted October 30, 2010 I am very impressed with the terrible sunny day team and want to be a member of it,this is my great wish.
Sabeta Posted November 1, 2010 Posted November 1, 2010 I don't see anyway of Heatran beating Venusaur period. Venusaur is faster, and carries Earthquake, the only way, is with a Substitute.
stef Posted November 1, 2010 Posted November 1, 2010 I don't know about that, Heatran with a balloon could easily take Venusaur. It gets rid of its 4x weakness making it a very useful item for Heatran.
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