Randomdog Posted August 17, 2009 Posted August 17, 2009 Well.. Really its an update of my old one but I didn't post it here. Any advice is appreciated Azelf @ Focus Sash Ability: Levitate EVs: 4 Atk/252 Spd/252 SAtk Naive nature (+Spd, -SDef) - Stealth Rock - Psychic - Explosion - Fire Blast --- Very common lead and for good reason. For the rest of the team I'll put a few comments about why/how I'm using it but its an azelf lead so... yeah... Gengar (M) @ Choice Scarf Ability: Levitate EVs: 4 Atk/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Shadow Ball - Thunderbolt - Focus Blast - Hidden Power [ice] --- Revenge killer that surprisingly enough turns into a pretty good late game sweeper. HP ice instead of the more common fire is for mence and other dragons. I've considered trick but I don't want to lose a move for it and gengar is a bit too frail to pull it off. Salamence (M) @ Lum Berry Ability: Intimidate EVs: 252 HP/180 Def/76 SDef Jolly nature (+Spd, -SAtk) - Dragon Dance - Outrage - Earthquake - Roost --- Not the most common mence set but certainly effective. I've always been a fan of bulky DDers and the lum berry is useful both for absorbing status and getting a free DD and for curing confusion after an outrage. I've had people ragequit after they get mence down to low health only to have him roost Heatran (M) @ Life Orb Ability: Flash Fire EVs: 4 Atk/252 Spd/252 SAtk Naive nature (+Spd, -SDef) - Fire Blast - Earth Power - Explosion - Toxic --- Really easy to switch in thanks to its resistances and great at forcing switches. If I predict a switch from the opponent upon seeing heatran I normally use toxic. This gives me a good chance to status a common counter to heatran (scouting in the process) and then lets me choose a move (or escape) depending on what they bring in. Toxic was chosen over WOW because of the ability to do damage over time and because I simply can't stand the accuracy of WOW Jolteon (M) @ Choice Specs Ability: Volt Absorb EVs: 4 Def/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Thunderbolt - Hidden Power [Grass] - Shadow Ball - Baton Pass --- Not much to say about this, standard jolteon, tbolt breaks things, faster than a ninja, can scout early game. I chose HP grass so I'm not completely walled by pert Machamp (M) @ Choice Band Ability: Guts EVs: 128 HP/252 Atk/128 Spd Adamant nature (+Atk, -SAtk) - Close Combat - Payback - Ice Punch - Thunderpunch --- The new addition to the team. This used to be a subpunch breloom which I'm considering going back to but the huge physical power of this set really compliments jolteon's massive special power. It normally only stays in for a couple of turns because the (s)/def drops from CC really start to hurt it. I'm considering switching the ability to noguard and the stab move to dynamic punch but this would come at a loss of power and make it hurt a lot more by status so I'm still undecided. Type chart No huge type weaknesses and 8 immunities including 3 to ground.
Arandomproduction1 Posted August 18, 2009 Posted August 18, 2009 For heatran maybe you want Dragon Pulse (For Latias and Mence) instead of Toxic since your a Life Orb'd.
Goldgross Posted August 22, 2009 Posted August 22, 2009 The team is VERY frail. Jolt has high sp.def and Machamp is good on both but the others are frail on both sides. 2 Pokes are pursuit and sucker punch weak while 2 have 4x weaknesses. Baton Pass teams are gonna have a field day with your team. With no phazers or walls or tanks...... hoooh......stopping other boosting sweepers is gonna be really tough. Offensive teams will have trouble AGAINST this team but balanced and stall teams are gonna have few. I willll come back to this team after a while.
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