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About Randomdog

  • Birthday 03/11/1993
  1. Thanks for the feedback, I actually have an SDscizor in a box from another team so that won't be a hard switch to test out Also I think gyarados would be my best bet for replacing machamp, don't believe I didn't think of it before How would this look? Gyarados @ Life Orb Adamant / Intimidate 252 SPA / 252 SPE / 4 SPD - Dragon Dance - Waterfall - Stone Edge - Earthquake
  2. The team is offensive and tries to be very fast paced and powerful, the only defensive aspect comes from switching in to type resistances/immunities and Latias (Which I'll explain in detail later). The Lead Aerodactyl @ Focus Sash Jolly|Pressure 4 HP / 252 Atk / 252 Spe - Taunt - Stealth Rock - Stone Edge - Earthquake Fairly standard OU lead. The only thing it reliably loses to is Empoleon or another Aerodactyl when it loses the speed tie. (Empoleon gives me an easy switch to Latias on turn 2 who won't take much damage from the aqua jet) Apart from that its great for blocking the opponent's SR (or other setup move) and always lives at least to turn 2. If it survives with 1HP it can come in later as death fodder and if its sash isn't broken in the lead fight (ideal scenario) it can deal out heavy damage in the mid-late game. The 'bulky' sweeper Latias@Leftovers Bold / Levitate 4 HP / 252 SpA / 252 Spe - Calm Mind - Recover - Dragon Pulse - Surf First things first, I LOVE this pokemon. Remember this is a wi-fi and ds only team so the nature isn't perfect but it still manages to kick some serious ass. It has so many opportunities for a switch in with its impressive defenses and resistances and after 2 calm minds the opponent has next to no chance of winning. With a powerful ice beam (that its weak to) only taking off about 25% the only thing that can really kill it is a physical dark or ice attack, which aren't common, and whatever is attacking has to outspeed AND OHKO Latias with the attack. In short if you give it a chance to set up you will be swept by it. In a way this is my main sweeper as it normally ends up doing the most damage but if it goes down I'm in no way helpless. The 'what the #@$* was that' factor (Yellow doesn't show up T_T) Jolteon @ Choice Specs Timid / Volt Absorb 4 DEF / 252 SPA / 252 SPE - Thunderbolt - Hidden Power (Ice) - Shadow Ball - Baton Pass Nobody expects Jolteon to be good and before you know it you've lost two pokemon to it. It has great opportunities to come in - thunderbolt is one of the only things that hits the rest of my team for decent damage and thunderwave is becoming increasingly popular. Specs boosted thunderbolt kills things. It just ends them. Baton Pass is rarely used but can be good for scouting and the remaining two moves make for good coverage (although most things will die to thunderbolt). It makes a massive target for earthquakes but that gives me a great opportunity to bring in Latias. The Scizor Scizor @ Choice Band Adamant / Technician 248 HP / 252 Atk / 8 Spe - Bullet Punch - Pursuit - U-Turn - Brick Break Pretty standard fair for a Scizor. Bullet punch is as good as ever and it makes a great late game sweeper. Most games will finish with a combination of stacking stealth rock damage and bullet punches to the opponent's final pokemon. This is so much of a late game sweeper for this team that it sometimes doesn't even come into play until the last few turns. If its forced out in the mid game to deal with a threat (*cough* t-tar *cough*) then it has amazing synergy with... The 'Puppy' Heatran @ Choice Scarf Naive / Flash Fire 4 Atk / 252 SpA / 252 Spe - Fire Blast - Earth Power - Dragon Pulse - Explosion Another backup sweeper along the lines of Jolteon, it switches in on attacks that get targeted at a lot of the team and its STAB move will do a lot of damage to everything. Again the other moves are for coverage and explosion is (quite obviously) a last resort but one that has proved to be fairly effective. The 'Hit things' Machamp @ Leftovers Adamant / No Guard 252 HP / 252 Atk / 4 Spe - Dynamic Punch - Payback - Rest - Sleep Talk The original idea behind this was that it was bulky, could take hits and deal them out, was a sure switch in to everything because of having lots of HP, that sort of thing. But that hasn't been working, its too slow to get anything done in today's metagame and its not even feeling as bulky as it should. The confusion is still useful but the opportunities to get a dynamic punch off are few and far between. And its normally at the expense of a lot of damage to it. In short I want to replace it but without losing a physical attacker on the team and I still want another good counter to Blissey. I've considered Lucario but that makes me steel heavy and I'd rather not have Magnezone wipe out my team. Any suggestions here would be welcomed.
  3. Also I won't be here for a few hours, PM me when you've done it
  4. Ok, go with 30/31/31/31/31/31 that shouldn't hurt too much
  5. Um.. I'd rather not drop speed, drop attack if you're dropping anything (I know that when it gets to high 20s theres a legal value there, I've done it on shoddy before)
  6. Can I have it traded to me when its done? Thanks in advance :smile:
  7. The goal of the team Sweep with lucario after revealing and clearing out counters using the other pokemon Uxie @ Choice Scarf Ability: Levitate EVs: 252 HP/106 Def/152 Spd Impish nature (+Def, -SAtk) - Trick - Stealth Rock - Yawn - U-turn The lead for this team was a tough decision. Nothing on the team is weak to stealth rock, so stopping it wasn't a priority. Setting up my own stealth rock on the other hand is almost necessary as lucario misses several key OHKOs without it. Another thing I wanted to achieve with my lead is scouting, so uturn would also be great. Statusing an opposing pokemon would also be really handy. All that considered I went for a scarf uxie. Not a common set but very effective in this team. EV'd to outspeed Aero and scarfloom. Against both of these I just SR and take the sleep/wasted taunt Against a lead which is going to use SR i'll trick, forcing them to switch and I can SR on the switch. If they switch in something that is going to set up i'll yawn, and uturn next turn to scout, just like that I either know half their team or they have a sleeping pokemon Its EV'd for bulk and it has one hell of a lot of it, theres not much that can OHKO it (especially not moves run by the common leads) So, a lot of the time uxie survives these initial exchanges, but has limited use in the later stages of the game. Sometimes I use him to yawn some more and rack up switches, sometimes he just becomes death fodder and allows me a free switch. However, his main use later in the game is to play 'mess around with the items' Lucario (M) @ Life Orb Ability: Inner Focus EVs: 252 Atk/4 Def/252 Spd Adamant nature (+Atk, -SAtk) - Swords Dance - Close Combat - Crunch - Extremespeed The main sweeper and general focus of the team. Chosen because of its power to OHKO things after SR even if they resist its attacks (e.g. skarmory) In order for the team to achieve its goal, Lucario's counters need to be removed. Usage should be fairly obvious, swords dance and then CC/Crunch things which are slower than you, ES things which are faster than you and proceed to win the game Common counters for this set are - Gliscor - Gyarados - Celebi - 'Mence - Magnezone - Heatran All 5 of these counters are also drawn out by Scizor, which has U-Turn access for scouting, so along comes... Scizor (M) @ Choice Band Ability: Technician EVs: 244 HP/252 Atk/14 Spd Adamant nature (+Atk, -SAtk) - Bullet Punch - Superpower - U-turn - Pursuit Once again, another pokemon with fairly obvious and standard usage. The switch-ins against lucario and scizor do tend to be very similar so bringing in scizor and immediately using U-Turn tends to draw out a counter, most of which are either dealt with by the following 2 pokemon. Scizor can also act as a backup sweeper in the late game. with bullet punch mopping up for things that Lucario didn't manage to take out Starmie @ Choice Scarf Ability: Natural Cure EVs: 4 HP/252 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Hydro Pump - Ice Beam - Thunderbolt - Trick Gliscor, Gyara and 'Mence are all weak to one side of boltbeam, my personal favourite way of boltbeaming is choice scarfed starmie. Who also has the added advantage of trick to cripple a wall and hydro pump for an exceedingly powerful STAB. Nothing enjoys a scarfed hydro pump, even with things that double resist it sometimes taking as much as 20%. While this isn't the best method of scouting it has proved effective, sometimes even scoring a 2HKO (easy to pull off because of the scarf) Heatran (M) @ Leftovers Ability: Flash Fire EVs: 4 Atk/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Substitute - Fire Blast - Earth Power - Explosion The second 'Luke counter killer' is this adorable little puppy. Celebi not only commonly carries HP Fire but is also weak to fire itself, heatran makes so much sense for this team especially as Will-O-Wisp is also used commonly against lucario/scizor and heatran's synergy with scizor is amazing I've opted for the substitute version of heatran, as its going to cause switches and can even act as a decent backup sweeper when behind a substitute Rotom-h @ Leftovers Ability: Levitate EVs: 252 HP/168 Def/88 Spd Bold nature (+Def, -Atk) - Thunderbolt - Shadow Ball - Overheat - Hidden Power [Fighting] Having 3 steels makes magnezone a pretty big problem (even though scizor can U-Turn away) The double earthquake weakness from Heatran/Lucario is also something that needs to be dealt with. So for this slot I was looking for something that either resisted or was immune to ground attacks AND can take out magnezone This came in the form of Rotom-H, it is immune to earthquake, resists all of magnezone's common attacks and can OHKO the magnet with overheat. When Magnezone isn't on the other team Rotom is also useful for the handy resists, loads of bulk and coverage support
  8. 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.
  9. Still unsure about this as I don't want it to not work after I've spent money on it. Can someone with 7 tell me what happens?
  10. Do we know if the latest version is compatible with Windows 7?
  11. Thats all very helpful but I would be against replacing Breloom as 90% of the time it gets me at least two kills. I might replace Latias with the Rotom-S set you suggested or another Ghost as it would 1. Remove one of my ice weaknesses 2. Negate the dynamic punches you mentioned Frosslass can learn psychic so I might go with her to be a perfect counter to fighting types and then allow me to drop Psychic for Grass Knot on Starmie. What would you think to that?
  12. I'm pretty new at making competitive teams but I thought I'd give a balanced team a shot and put it up for criticisim Bronzong @ Leftovers Ability: Heatproof EVs: 252 HP/86 Atk/80 Def/92 SDef Sassy nature (+SDef, -Spd) - Gyro Ball - Stealth Rock - Explosion - Earthquake Standard defensive Bronzong set with a twist, its ability is heatproof instead of levitate. Most people see it as a lead an expect trick room. When it gives them rocks instead they have no idea what to do, what they DONT do is use earthquake on it as 90% of Bronzongs carry levitate. Latias (F) @ Leftovers Ability: Levitate EVs: 4 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Calm Mind - Recover - Dragon Pulse - Surf I normally try and bring it in on an expected earthquake or after a double KO (usually either from explosion off bronzong or LO recoil from luke) getting it in for free is a big plus and because of its typing often forces my opponent to switch letting me get at least 1 calm mind off, If i'm lucky 2 and then Dragon Pulse or Surf has a good chance of OHKOing 90% of OU. Self healing from recover really helps Hippowdon (F) @ Leftovers Ability: Sand Stream EVs: 252 HP/168 Def/88 SDef Impish nature (+Def, -SAtk) - Earthquake - Slack Off - Roar - Stone Edge One of my favourite pokemon of all time and her case is helped by being a fantastic tank. Because I already have rocks on Bronzong I've opted for stone edge in the last slot. In testing most people don't realise this and bring in a nice flying type (because that hippo will never hit it with earthquake...). Stone Edge and Earthquake also give very impressive coverage and while I've put no EVs into the area Hippowdon's base attack is actually fairly high Lucario (F) @ Life Orb Ability: Inner Focus EVs: 170 Atk/252 Spd/88 SAtk Hasty nature (+Spd, -Def) - Close Combat - Extremespeed - Focus Blast - Shadow Ball Mixed Lucario. Ghosts attempt to wall it and get hit by shadow ball, If I can I try and use all physical or all special until my opponent is convinced that its either a physical/special luke, send out a wall appropriately and get hit by the other kind of attack. I went for a Hasty nature because I find that getting outsped is a problem and while not much does outspeed him it tends to be very damaging when he is Breloom (F) @ Toxic Orb Ability: Poison Heal EVs: 44 HP/212 Atk/252 Spd Jolly nature (+Spd, -SAtk) - Substitute - Leech Seed - Focus Punch - Spore Annoying, yes. Unfair, yes. Verging on overpowered, probably. Do I feel guilty for using it, hell no. As if its not obvious spore starts off the set, seeds are then thrown out and the substitutes then pay for themselves (with poison heal) Starmie @ Choice Scarf Ability: Natural Cure EVs: 4 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Surf - Thunderbolt - Ice Beam - Psychic Something new I'm trying out for added coverage. I want to find a way of getting Grass Knot on there somewhere but I'm not sure what to drop for it. Haven't really tested with it enough to make any more comments The Team at a Glance
  13. Yeah good idea, i'll probably take out thunderwave for it
  14. Sand-Stall General strategy of the team – Sandstorm to damage my opponent in combination with entry hazards while my team aren't hurt by sandstorm and recover with leftovers. Also contains a couple of powerhouses for lategame sweeping and after all the hazards are set up. This isn't something i've tested just an idea i've had Hippowdon @ Leftovers 252 HP / 168 Def / 88 SpD Ability - Sand Stream Nature - Impish Earthquake Stone Edge Stealth Rock Roar My lead, sets up sandstorm with its ability and can set up rocks. It actually outspeeds more than most people think and earthquake will always hurt Skarmory @ Leftovers 252 HP / 64 Atk / 176 Def / 16 Spe Ability - Keen Eye Nature - Impish Brave Bird Roost Spikes Whirlwind Similar to hippowdon, he sets up entry hazards and then walls to hell while cycling the opponents team with whirlwind Forretress @ Leftovers 252 HP / 112 Atk / 144 Def Abiltity - Sturdy (not that it matters or i have a choice) Nature - Relaxed Toxic Spikes Gyro Ball Rapid Spin Explosion My third entry-hazard-setter-upper which can also get rid of my opponents rocks and explode to take down a key target. Tyranitar @ Choice Band 176 HP / 252 Atk / 80 Spe Ability - Sand stream Nature - Adamant Stone Edge Crunch Pursuit Aqua Tail Standard ChoiceTar who isn't hurt by storm and packs as much of a punch as usual. Also sets up sandstorm again with his ability if the opponent has rain danced etc. Heatran @ Leftovers 252 HP / 16 SpA / 240 SpD Ability - Flash Fire Nature - Modest Will-O-Wisp Substitute Overheat Roar Burns things for even MORE damage over time and extra rawr support. Also another good lategame special sweeper Zapdos @ Leftovers / Life orb (help deciding) 4 HP / 252 SpA / 252 Spe Ability - Pressure Nature - Timid Thunderbolt Thunderwave U-Turn Roost Leftovers cancels out sandstorm but life orb really hurts things. This is mainly used to kill water types which destroy most of my team and can then escape again with U-Turn. Thunderwave is to keep with the general stalling strategy Yeah like i said i haven't tested this at all and a lot of things will probably need changing but yeah, criticize constructively
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