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Tbird

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  1. Changed - Edits in Red Hey there, all. Thought I'd try my hand at making a new team. I kind of hit a rut, as I'm not all that great at this competetive business ... and frankly I suck at making teams. So I thought hard and decided to try and do something a little different. So this team is called "Double Dance". Now to those who enjoy the OU metagame will usually link the phrase double dance with Kingdra. Alas there is no Kingdra in this team, so as far as the names concerned you'll see why it has adopted that name soon enough. Here's a quick look at the team should you want one beforehand. [HGSSSPRITE]283[/HGSSSPRITE][HGSSSPRITE]036[/HGSSSPRITE][HGSSSPRITE]171[/HGSSSPRITE][HGSSSPRITE]186[/HGSSSPRITE][HGSSSPRITE]110[/HGSSSPRITE][HGSSSPRITE]344[/HGSSSPRITE] The goal of the this team is to allow one of the two (preferably both) dancing pokemon to be able to successfully set up and wreak as much havoc and mayhem as pokemonly possible; while throwing statuses and other nasty things at those who try to oppose me. The initial theme of the team was to stick with pokemon only around in the Gameboy era, as I always preferred them and because it seemed almost fitting when taking into account the new remakes. Saddly I had to break this trend as I needed Claydol ... I don't like Claydol at all but he (for lack of a better gender) does his job perfectly... And now Gardevoir, but it's cool. She was one of my faves from the thrird Gen So here we go... The Lead Panique (Gardevoir) (F) @ Choice Scarf Ability: Trace EVs: 56 HP/252 Spd/200 SDef Timid nature (+Spd, -Atk) - Hypnosis - Healing Wish - Psychic - Trick The lead is always the hardest thing to chose, because it's hard to understand they're roles at times. Anyway after many a lead shift, this little beaut has done me wonders. It can take an initial beating from the special side, though ambipom will always best me. This sets up perfectly, hit the lead with a trick force a switch, hypnotise the next switch in and then get the next mon to set up. Similarly, for pokemon who are stubborn and just stay in I again get my set up. Perfect lead bar the Ambipom Weakness - But that's why I have a physical wall, I can then bring this lovely lady back out late game and use Heal wish to give someone a second chance later. . --- Dancer: One Clefable (M) @ Toxic Orb Ability: Magic Guard EVs: 200 HP/252 Atk/56 SDef Adamant nature (+Atk, -SAtk) - Belly Drum - Double-edge - Fire Punch - Softboiled So now the opositions lead is asleep I am pretty much, 90% of the time, garunteed to get in belly drum. What's awesome about this is I can get the +6 attack ... and recover. Generally speaking a ghost type will be witched in expecting to taunt and wall me ... as clefable is just a cool version of chansey, right? I get my belly drum in, and this usually scares the ghost off because of their poor poor defence, allowing me to softboil. Once that's happened it's just a blood bath. Steelix tries to wall but it don't get to far after 2 fire punches, Milotic tries it's hand .. BAM Double edge, no recoil; Good night Milotic. I don't really need to give many more examples here, you get the drift. In regards to the EVs, those EVs are usually meant for the trick room version of this set .. but I just liked the bulk on this thing, kinda frustrating when you're getting holes punched through your team and there's jack you can do to stop it. Toxic orb is there to stop myself getting paralysed (Courtesy of Cresselia ) ... It turns out I have finally found my Cresselia counter --- Status, Tank, Special Wal, Cleric.. lol. Lanturn (M) @ Leftovers Ability: Volt Absorb EVs: 40 HP/76 Def/140 SAtk/252 SDef Careful nature (+SDef, -SAtk) - Discharge - Ice Beam - Toxic - Heal Bell So Ampaharos was here originally, and she was working brilliantly, but then I got thinking, wondering if it could be better. So I got on the damage calculator and found that this ... beaut... can take hits better, which was the initial plan. Now at the loss of attack power and an extra 30% paralyse chance I gain a much needed heal bell and stronger wall. Toxic and Discharge for the status, heal bell for team player-ness and ice beam for coverage. --- Dancer: Two Politoed (M) @ Salac Berry Ability: Water Absorb EVs: 252 Atk/6 Def/252 Spd Jolly nature (+Spd, -SAtk) - Bounce - Belly Drum - Waterfall - Substitute Politoed, though lacking in as much strength as Poliwrath, and though it looses some physical bulk too, is absolutely awesome. Its high special defence means that it can take some hits outside of it's drumming role, with Attack high enough to dent most things and enough speed to get a nice hit on some of the more bulky mons it works wonders. Waterfall is for STAB and Bounce is ... well it's a gimmicky set anyway, so why not get the frog jumping . No, seriously bounce is brilliant, it can buy me a pain free turn as they switch to something that can handle it - I.E rhyperior - waterfall is then strong enough to put the hurting on something to resist it - venusaur, then bounce again to get that 2HKO on the rhyperior and 2HKO on venusaur. The strategy is simple, force a switch, get the sub drum down to salac activation and just start kicking the hell out of everyone . Bounce also checks his grass weakness and can be handy against Fables fighting weakness. Without belly drum Healing wish can be used to bring her back late game to whoop ass ... So I could, technically, omit the belly drum and just make it look like some sort of sub bounce set . --- Hazer, WoW support Weezing (M) @ Black Sludge Ability: Levitate EVs: 252 HP/252 Def/4 SAtk Bold nature (+Def, -Atk) - Flamethrower - Thunderbolt - Will-o-wisp - Haze Weezing. Well his job is to better help Magmar set up - should it be needed. Weezing's use is usually based on judgement. For instance someone might have been able to set up on ampy and kill her, so Weezing can come in, haze and burn it for its troubles. Similarly, if the oponant has timed it right, a Steelix could come in and kill clefable, and it would be stupid of me to send out Ampy against such a thing, so Weezing comes, he doesn't mind letting Steelix put rocks up, as it will regret doing so later when Magmars Salac is kicked in in one turn. Weezing will pretty much decimate Steelix everytime, so you can usually anticipate a Moltres switch in, with the well predicted switch I can take about 45 - 55 % off of moltres, weather the next attack and kill it with Tbolt. Will-o-wisp also comes in mighty handy against the likes of Pinsir, Scyther, Hitmons as they are not a fan of the 50% cut in attack. (again making it easier for Magmar to set up.) --- Utility Claydol @ Leftovers Ability: Levitate EVs: 252 HP/144 Def/40 SAtk/74 SDef Bold nature (+Def, -Atk) - Stealth Rock - Rapid Spin - Earth Power - Shadow Ball Claydol's job is pretty simple. Get rid of excess entry hazards. For some reason some teams enjoy throwing every entry hazard at me .. and seem to enjoy in watching me squirm. In this case I will usually send out claydol, anticipate the Ghost coming out to block me (if Clefable hasn't already killed it) through a shadow ball at it .. or two, spin the excess away and, if given the chance, throw down my own rocks to help in withering the next pokes down. Earthpower is there for the great coverage and STAB and basically to just aid in kicking the opposition in a little . --- * Note: Ok, I know, strictly speaking belly drum isn't a dance attack (such as swords dance, rain dance, dragon dance). but you tell me, honestly, you can't imagine these poke's jumping around, dancing and chanting as they Drum on their bellies. Thanks for reading. Rate as you see fit, anything you can suggest I'll happily try out at least once. If you can see anything that's gunna rip through me instantly .. tell me! But also help me figure out as to how to get around the beast that's going to rip through me.
  2. Ok so what's Crobat's held item? Is skarmory the lead? I've never seen a skarm lead, but it's got stealth rock so I can see that it's plausible. Thou Aerodactyl does it a lot better, as it's quicker and packs more punch. Aerodactyl (M) @ Focus Sash Ability: Pressure EVs: 4 HP/252 Atk/252 Spd Jolly nature (+Spd, -SAtk) - Earthquake - Rock Slide/ Stone Edge - Stealth Rock - Taunt/ Whirlwind/ Roost It also has access to whirlwind if you really want it. It also has roost, but it's a little redundant as it's not gunna take many hits anyway. Earthquake and rockslide are awesome together. And stone edge is there for extrapower should you want that over the flinch rate. Taunt stops the opponent setting stones on you, allowing you to set SR for yourself. Focus sash means that you can set stones and get a nice solid hit in after wards (so long as you don't come across leadape.) Could you give a little description of each poke so we can understand better as to what it is you're going for with each poke? Frankly there isn't much to rate there. And I think the rules state the team must be the full 6. The team at a glance, without descriptions, looks like it will struggle with things like weezing, bronzong, claydol and other physical walls as everyone of your pokes seem to be physically inclined. I know crobat has Heat wave, but if it switches in on stealth rock and something like stone edge it is going to be toastttt. So maybe for your 6th slot add a special pokemon. Starmie is very plausible here as it has rapid spin. You have no pokes to absorb toxic spikes, stealth rock is going to hurt crobat and enough layers of spikes will render them all a bit useless after a while. So I suggest this. Starmie @ Leftovers Ability: Natural Cure EVs: 124 HP/144 Def/208 Spd/32 SAtk | 136 HP/156 Def/216 Spd Timid nature (+Spd, -Atk) - Thunderbolt - Surf - Rapid Spin - Recover It's basically a straight rip from the smogon set with a bit of EV investment into SpAtk .. I dunno if the added SpAtk will help you much so I added the actual set for you too (the one to the left). You could take surf off for hidden power ice, but then you lose stab, but hit dragons, grass, flying etc harder.
  3. Hidden power would be of no use to Scizor now because it's a specially inclined move as of 4th generation and he only has 55 Base SpAtk . Also, It has base 70 (though I suppose with perfect IV's it could become a base 60) so it doesn't benefit from the technician boost. As for bug bite, it gets technician boost, STAB, can screw pinch-berry-sets and is good for kicking the crap outa things like Latias, Zam, etc etc.
  4. Right. My idea is this ... Don't laugh ... Someone earlier pointed out it has a Lati@s arm. Sooo, here's my thinking, it is the lati twin's master. Would tie in real well with 'Z master idea.' My guess is that either on it's stomach or forehead it will have one of those triangle patterny things that is shared by the lati twins (and also on the togis.) (this stuff) Or maybe be a bit satanic and have a red triangle + blue triangle made into some weird star? Ok the latter part is a bit silly, but the rest is plausible no?
  5. Dude this will probably get closed so I suggest you take a look at this thread so that when you decide to remake it you'll understand what to do. http://www.projectpokemon.org/forums/showthread.php?977-Rate-My-Team-Rules-and-Formatting-%5BREAD-ME-FIRST%5D-%288-29-09-Update-Illithian%29
  6. I'd strongly suggest having a spinner seeing as you have Arcanine on your team. In regards to absol, if SR is in play infernape will OH KO feraligatr with anyone of it's moves that were meant for Absol. And if it doesn't you will always be outsped by infernape who will proceed to vacuum wave OR grass knot feraligatr to oblivion, so I really would recommend sucker punch as you'll still have that 50% for stone edge and psycho cut. I mean what's the point in 50% crit if you're dead before you can utilize it. With Arcanine, morning sun is there so he can take a bit of a beating and attack back, also as his secondary move (extreme speed, the strongest priority attack in the game) get's to go first most of the time you aren't really going to need the speed Ev's or as much as you have right now anyway. With 0 speed investment you will always out run sczor, meaning your extreme will go first anyway, plus if your using flare blitz the first attack will be his bullet punch aynway; again making speed evs redundant. Similarly with no speed investment you can take a +2 Extreme speed from lucario and attack back with flare blitz for the OHKO and surviving another day. Basically for the people you need speed against you have Extreme speed and for those you don't need speed (grass, bug ice etc) you have flare blitz. I mean the main pokemon you're looking to counter you already outspeed, and the ones that are going to counter you don't matter because you have a counter ready for them anyway.
  7. I don't know if you're particularly bothered about it or not but I found: "Project Pokémon Tournaments Talk about the torunaments that will be organized by Project Pokémon." Just thought I'd point it out.
  8. Hey man you're going to want the EV's and a bit about the roles, just so we know what to say. The moves alone don't really say all that much so yeah, help us to help you by giving a bit of info . But from what I can see I think you'd be best to give Arcanine morning sun over swagger, simply because it looks like your plan is to howl up to as much as possible then start attacking. because people will want to stop you doing this you'll take a lot of damage and as such you'll want to heal that off before you start attacking. If you don't want to use morning sun then I think it would be best to throw fire blast on over flare blitz, simply because you'll be taking a lot of damage as it is, meaning you may only get one flare blitz in then KO yourself with recoil; plus Arcanine does have a usable special attack and fire blitz will be pretty strong given the right Ev Spread. Ummm If I were you I'd max out the HP and Attack (if you have morning sun over swagger) just because this will allow Arcanine to live a lot longer and attack back hard, and with the priority move you shouldn't find too many problems - if you do that's why morning sun is there. You could run the same stats aswell with fire blast over flare blitz because no Ev's in SPATK will guarantee 1hko on both Lucario and Scizor, and with the HP Ev's you'll survive both extremespeed and bullet punch. I imagine it would pan out something like this: Take damage - Howl - Take Damage - Morning sun - Opponent switch - Howl - Take damage - Howl -Take Damage - Morning Sun - take damage - Morning sun - Fire blast - extreme speed - Oponant switch - Take damage - Fire blast - Extreme speed - Morning sun ... and well so on, so long as you don't come up against hippowdon/salamence/Tyranitar/Gliscor/Suicune etc
  9. Well I was kind of going for 'A jack of all' type of thing with the Moltres. Do you think I should be going just the one way or the other then? I'll have a look at some different Offence/defence sets and see what works. I was going for a bit everything For it, so I guess that, if nothing else, just makes it a mess. And I gotta say she's not been exactly great, hence my willingness to change. But I guess simply changing the set is better than changing the whole bloody poke lol. Thanks for all your comments everyone.
  10. Ooo thanks I hadn't thought of Mismagius, and I do really like her. Thanks man. I might try and play around with other moves and sets though; so I wont put her in the OP until I found something workable for me. And I suppose that does make more sense; you know making it fully UU. If someone could change the title to simply Rate my UU team that'd be great.
  11. Purpose? Well I guess that would simply to be in the oddest fashion ever lol. I'm still not very good at the whole making a team though . The above does work until I come up against a team that's pretty much the standard (You know a salamence, a scizor, a blissey, a rotom) then it all kind of goes to pot. So I guess the purpose would be expose the OU pokes to a taste of their own medicine, by using the things that kill them, or are good but get over shadowed/under looked/ or other wise forgotten. (For instance my Ambipom - U-Turn - Swampert covers pretty much every lead you'll come across. I have radically changed my team since I posted this as it started getting blown apart, so although I hate having to change a team due to being up against the above killers, it's all a part of the game. I'm gunna really need a hand with the Swampert set, because although he works better, I just can't get him to work properly. *sigh* I'll amend the OP now.
  12. Hey bud not got time to look at your team yet but you're going to want a bit about your reasoning as to why you chose these pokes and add an opinion maybe note some threats and ask specifically what you want improved/suggested. Otherwise someone'll close the thread. . Just a few quick things... with your Umbreon You should run payback with curse give it 0 spd IV's And maybe take your def EV's and pump the attack because curse already pumps the defence for you. Similarly you might want to run bullet punch over X-Scissor on Scizor. He's not got great speed so the stab and technician priority move works wonders. (However there might be a reason why you chose this, so its best to put your reasoning before hand so people know what to say) Best of luck.
  13. Amendment I realised after reading a comment left by Wraith that my team had no purpose other than to be used. Which, although I think is a reasonable purpose, isn't going to help me in coming up with a good team or win all that much lol. So here's my revamped team, with bit more thought in mind as to what it is I want to do - Simply Put I want to beat everything in a way that makes people go 'Damn I did not see that coming.' (Worked out how to do this quick without typing .. took me Damn near two hours last time ) Mr Jackson (Ambipom) (M) @ Muscle Band Ability: Technician EVs: Jolly nature (+Spd, -SAtk) - Aerial Ace - Fake Out - Taunt - U-turn Ambipom is quite Possibly my favourite Pokemon in the whole world. But what I love about him competitively is his ability to just be awesome. I have always loved Fake-Out just because it's a good way to get the game started; taking the first move while doing amazing damage against those that Aren't made of rock, steel ... or ectoplasm. Taunt is there For obvious Reasons - I have a Moltres on my team, the last thing I need is bloody stealth rock. Aerial ace is there for a good solid attack that is super damaging to fighting types (should they wish to switch in), grass types, bug types blah blah. U-turn is there for when he has done his job - Weakened the opponent's lead and prevented stealth rock/gravity/any other weird business they are trying to pull off. The Ev's and nature are there purely because that is all he needs, get in and get out as quick as he can while doing what he can. Muscle band is used over silk scarf because I want all my moves to get a little something extra, aerial ace and U-turn really need that extra boost just to get significant damage at times. --- Milotic (M) @ Flame Orb Ability: Marvel Scale EVs: 240 HP/12 Def/252 SAtk Bold nature (+Def, -Atk) - Recover - Ice Beam - Surf - Hidden Power [Ground] (Originally Swampert: Willing to revert if you can think of a really good set) Milotic. Well First off you'll notice the flame orb. People have warmed against using it; for obvious reason, but frankly I won't be sending him out against electrics or leafs so I should sustain enough damage to outweigh the 50% defence boost. Anyway, his job is to come in on the things that Ambipom couldn't handle himself, this would be things like Aerodactyl, Regirock, Registeel, Steelix, Lucario etc etc. The plan with Milo is to soak up the attack that was planned for Ambipom (usually an earthquake) and strike back with water ever move is necessary. For instance, I've taunted a Lucario and now I just want to get out of there ASAP, U-turn to Milotic and open up with HP ground (which I think get's a 2HKO, not actually checked it out yet ). He's also a tank of sorts, as you can see with the EV spread. Milotic doesn't really outspeed that much, and I thought I may aswell exploit his already bulky as hell defences and pump his HP and max his SPatk. Just to ensure what ever he's hitting is going down lol. Ice beam for dragons mainly, I was kinda hoping he'd be bulky enough to take on Salamence and win... wishful thinking? Surf - Reliable STAB. HP Ground - the reason for this poke in the first place - take out steels (while being able to get rock and dragons too ) Recover - Needed for the lost HP (which is like 2% more lost than life orb with more benefit; right?) and somewhat justify the choice of Flame orb over leftovers. --- Moltres @ Leftovers Ability: Pressure EVs: 240 HP/38 Def/112 Spd/120 SAtk Bold nature (+Def, -Atk) - Air Slash - Roost - Fire Blast - Hidden Power [ice]/Toxic Note: I'm willing to change him for something else as long as it has the same coverage and isn't called Heatran or Infernape or anything that destroys the initial idea I gotta say I just like bulkiness. I used to love that whole fast as hell, come in whoop ass and that's your lot, but frankly I find bulky sets more exciting, if not for the Spreads being good to look at. I'll level with you, I don't understand the EV's I took them from Smogon. His Job is to basically just be another tank, covering those of which Milotic can't. Air Slash is there for any fighting types that somehow get passed Ambipom (such as Scarfed Infernape). Roost - People like to hit him Fire blast is a very good Stab attack that .. well it destroys things. Come in on weavile's ice shard/brick break and whoop his ass (or Scizor's bullet punch/superpower) HP Ice and Toxic are both really good and kinda determine this set. I could toxic Stall or cover pretty much everything - both work really well so I'm undecided --- Hitmontop (M) @ Black Belt Ability: Intimidate EVs: 252 HP/252 Atk/6 SDef Impish nature (+Def, -SAtk) - Close Combat - Sucker Punch - Stone Edge - Rapid Spin I do really like hitmontop. I have chosen him over my initial Tentacruel because I had a better water type and lacked a fighting type. Again he's kind of tank like - he's a hitmon so naturally has got a really good SPdef, got good attack and can spin. His only deficits are his speed and HP, due to his low speed he wouldn't be able to outpace much and would still have poor HP, sO I thought it'd be best to outpace none and survive more. He's my designated spinner for Moltres and my Blissy/Walrein/Genger counter. Close combat is a good solid STAB attack - obvious choice Sucker punch puts the hurt on incoming Gengar and other ghost that come in to not allow me my rapid spin, OHKO on Gengar so happy days - also for psychics. Stone Edge is for flyers and anyone else that needs an edgin'! Rapid spin - Y'all know why lol. --- Regirock @ Leftovers Ability: Clear Body EVs: 252 HP/36 Atk/220 SDef Careful nature (+SDef, -SAtk) - Stone Edge - Superpower - Explosion - Stealth Rock Regirock is my physical wall and exploder for when the brown stuff hits the fan. He can take hits and hit back hard as hayell. He's also my SR layer. Although I do hate SR; I figure if you can't beat them join them. All he really needs is a reliable healing move and he'd be a God - More of a God. I'm stuck between Stone Edge and Super Power though - They both have their strong points but I'd really like earthquake in there and can't really give up either of the other two moves; your verdict? Stone edge is there for Salamence again should I need too - Come in on outrage and then put the hurtin' on em'! Superpower probably is the one I will remove for Earthquake, however should hitmontop Die I have no one else that can attack normals or dark types - as efficiently anyway Explosion - Can win games if I am 2 - 1 up .. so it's always good SR - as mentioned above. --- Mismagius (M) @ Leftovers Ability: Levitate EVs: 6 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Shadow Ball - Thunderbolt - Substitute - Calm Mind As recommended. As I'm yet to try her out I can only comment on the theory behind this choice. Other than being recommended - She has a very high speed, spatk and spdef. The strategy, as said below, is to come in on any of her resistances (ground, fighter, normal) or special attacker get a sub, boost up and then get my sweep on. I have chose calm mind over nasty plot because, although it takes longer to get to the desired level of boostage, it boosts the spdef too allowing for a stronger sub meaning more leftover recovery - harder to kill. I have chose Tbolt over HP fighting simply because Honchcrow would appear to be my biggest threat and Tbolt is going to hurt (though if I come up against sucker punch I'm screwed anyway) And because I have Hitmontop to weaker if not take out any darks that threaten to kill her. straught 252/252 because she's a sweeper. Shadow ball for stab. Tbolt already explained Sub CM - kind of the point of this set. ---
  14. Really good points here. I got to say I hate SR. Pretty much just sour grapes on my part. I feel the same as everyone else no need to go over every point again. I wouldn't like to see it banned because then you are just taking away a part of the game. And frankly if someone is packing SR that's one pokemon on there team lost (In a role sense anyway.) People might not like packing a rapid spinner, but you got to think on the other hand the opponent has given up a roll for his SR. It's give and take in that sense. Due to there be so many good and bad points for it to be banned I think it would be a good idea to simply slam a clause into the game wherein a player can decide whether or not he/she wants to be involved with SR. But even that could be detrimental - I mean if you put a clause on any move that has a somewhat valid case behind it we'll all be up the creek when all of a sudden 100 people rise up asking for a ban on sucker punch because Absol keeps killing their Gengar; it'll be hard to say no when they play the 'SR clause' card. So although I'd really love to see SR banned so that I can use some of my favourites more often, and because I think it'd add to the game by creating more choice and allowance of new strategies, I think for the time being it's a case of don't fix what aint broken. (In the same breath I am really really really for the clause idea though :L)
  15. The Willing Well I: Fuel for the Feeding End - Coheed & Cambria
  16. Tbird

    Forums Upgrade

    I love it! Sorry not got anything of interest or good contribution to write lol
  17. Make Yourself - Incubus ♫ You should make amends with you. If only for better health. But if you reallly want to live, why not try and make yourself ♫
  18. Ambipom [sPRITE]424[/sPRITE] Umbreon [sPRITE]197[/sPRITE] Kingler [sPRITE]099[/sPRITE] Marowak [sPRITE]105[/sPRITE] Quilava [sPRITE]156[/sPRITE]
  19. I was going to invest some EV's into the defence but after a bit of discussion it seemed that straight 252/252 could be for the best. Any recommendation for a good EV spread?
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