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Articanus is better'n joo

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
Haha I kid ;P

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 44 Atk/212 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Overheat
- Close Combat
- Hidden Power [Ice]
- U-turn
Early-game, Infernape is devestating! Outspeeding all Dragons and htting almost everything super-effective, I usually end up in favor over the opposing starter. Overheat is insanely powerful, and pulls a funky combo with U-Turn to Scout and regain the lost Sp. Attack. Close Combat works off his awesome STAB and takes out the Heatran, Blissey, and Empoleon taking the Overheat. HP Ice is for the constant Dragons that try to soak up Overheats and Close Combats.

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SDef
Bold nature (+Def, -Atk)
- Surf
- Hidden Power [Electric]
- Wish
- Protect
A great supporter. It safely counters MixApe and Gyarados that would usually get on my team's nerves. It can also force switches to safely heal my teammates.

Gliscor (M) @ Yache Berry
Ability: Sand Veil
EVs: 252 HP/12 Atk/216 Def/28 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Taunt
- Roost
- U-turn
My Heracross and Lucario counter. It can safely switch-in on both and stop them from rampaging through my team. Taunt + U-Turn is a cool combination that lets my other members come in more easily, and helps for predicting switch-ins when Heracross switches out. The Yache Berry stops random Ice Beam users like Tyranitar and Lucario from sweeping me. It also comes in handy against opposing Weaviles and Ice Beams in general.

Bronzong @ Shed Shell
Ability: Levitate
EVs: 252 HP/128 Def/128 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Rest
- Sleep Talk
A huge staple to the team. Before I had Scarf on Garchomp, I was seriously weak to revenge killers, especially Deoxys-s, which is why this guy is here. It also helps against other things too, like Azelf and Tyranitar. RestTalk is the only thing that keeps this alive, and makes it even more important by taking ScarGar's Hypnosis, among others. Shed Shell stops Magnezone from taking him out, leaving my team vulnerable to MANY things.

Weavile (F) @ Choice Band
Ability: Pressure
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Ice Punch
- Punishment
- Brick Break
- Pursuit
A new member to the team! This guy has yet to be tested, but I'm pretty sure he's better in most ways. I can now Pursuit those pesky Starmie's that had always caused me trouble. Ice Punch is for primary STAB and runs through most Gliscor. Brick Break is for Type coverage, as nothing then resists this moveset.
Punishment, for those that don't know, is a 8 PP Dark move that starts off at 60 base power. While this isn't too impressive, it's only a bit weaker than Night Slash, which was almost never used anyway. Punishment also gains 20 base power with each of my opponent's stat boosts! Those Resttalking Spiritomb's with Dark Pulse + Calm Mind look a LOT less threatening now. It also stops Suicune, Slowbro, and Jirachis from CMing through my team.


Garchomp (F) @ Choice Scarf
Ability: Sand Veil
EVs: 240 Atk/252 Spd/16 SAtk
Naive nature (+Spd, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
I orginally started with Band, but alas it fell through. Standard fare, nothing resisting it comletely. Late game is usually left to this guy.
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
Changed SpecsLucario to BandWeavile, BandChomp to ScarfChomp, changed the EV spread on Gliscor, and gave Bronzong Shed Shell. I'm sorry there's no comments about the sets, but Ima fix that when i have more time. please leave a comment anyway.

Edit: Descriptions put in. STOP IGNORING MY TEAM!!!
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Space out your pokes!

Ape:

Looks good enough, I would use more speed and flamethrower over overheat, in case whatever you're fighting survives it and you're left with a crippled sp.atk stat.

Vaporeon:

Wish support eh? Your bulkier pokemon already have recovery moves of their own and your other pokes don't look too sturdy. Infernape may be able to use the recovery from the life orb recoil.

Gliscor:

I have no complaints.

Bronzong:

You may want Payback over Earthquake to cover Cressy and Spiritomb. Earthquake is still good though.

Weavile:

The band will hinder your sweeping capabilities. It may get you a good pursuit, but other than that, nothing more. Coverage is pointless if you can't use your whole movepool. Life Orb could make up for lost power and make Vaporeon's wish more useful. You should only be switching in when it's safe anyways. Use more speed to outrun other Weaviles.

Garchomp:

A scarf user shouldn't need THAT much speed. Draco Meteor may find it's use over Dragon Claw. Keep the +speed nature if you want, but shift some speed EVs into sp.atk.
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
I'll respond to these one at a time with Bold lettering.
Space out your pokes!

Ape:

Looks good enough, I would use more speed and flamethrower over overheat, in case whatever you're fighting survives it and you're left with a crippled sp.atk stat.
Let me show you some math:
140=Overheat 1st Turn
95=Flamethrower
Overheat wins 1st Turn.
70=Overheat 2nd Turn
95=Flamethrower
Flamethrower wins 2nd Turn.
BUT!
210=Overheat both Turns
190=Flamethrower both Turns
Who wins now?
I really shouldn't be staying in for more than 2 turns. If I do stay in a 3rd one, I'm U-Turning. If u can name a scenario in which Flamethower would do better, be my guest.


Vaporeon:

Wish support eh? Your bulkier pokemon already have recovery moves of their own and your other pokes don't look too sturdy. Infernape may be able to use the recovery from the life orb recoil.
Wish, to be honest, is mainly for Vaporeon herself. However, Garchomp likes coming in on elecric moves, Infernape on Grass, and Weavile can take weaker T-Bolts.

Gliscor:

I have no complaints.
Something we agree on.
Bronzong:

You may want Payback over Earthquake to cover Cressy and Spiritomb. Earthquake is still good though.
Both of those are covered by Weavile. Spiritomb can be annoying with WoW, but Infernape can take that.

Weavile:

The band will hinder your sweeping capabilities. It may get you a good pursuit, but other than that, nothing more. Coverage is pointless if you can't use your whole movepool. Life Orb could make up for lost power and make Vaporeon's wish more useful. You should only be switching in when it's safe anyways. Use more speed to outrun other Weaviles.
The Choice Band is required to OHKO Starmie. If it does that, it's done its job.
Bronzong takes care of other Weavile. The HP EVs allow me to survive a Modest Specs Starmie's Surf. It also lets me live through ScarfAzelf's Flamethrower.


Garchomp:

A scarf user shouldn't need THAT much speed. Draco Meteor may find it's use over Dragon Claw. Keep the +speed nature if you want, but shift some speed EVs into sp.atk.
The speed EVs allow me to ALWAYS beat ALL Dragons, assuming I wasn't stupid enough to let Dragonite/ Salamence ge 2 DDs on me. Dragon Claw helps to KO low HP opponents without resorting to Outrage, leaving me locked in, Earthquake, which everyone has an immunity to, and Fire Blast, which is easily resisted and even can be boosted on by some pokemon.
Thanks for the comments anyway
 

IC3R

Smash Lord
Joined
Aug 27, 2007
Messages
1,623
Location
Fayetteville, GA
Let's take a look-see at this new team...


-
Infernape:
I actually used this set once, it worked pretty well for the most part. lol @ the calcs you gave 0Rly :laugh:
-
Vaporeon:
Good.
-
Gliscor:
Interesting Gliscor...and having two U-Turners prevents Trapping!
-
Bronzong:
Shed Shell on Zong, why doesn't anyone ever do it? :ohwell: Sassy to better absorb Flamethrower? Why not be Brave to get a little boost on both sides of Gyro Ball?
-
Weavile:
Finally! Punishment gets some use in the world!
-
Garchomp:
Bah. ScarfChump...
-


Decent team overall, as usual. However, Vaporeon seems to be your only counter towards Gyarados, so what happens when it's gone? Gyarados has a picnic on your face...:bee:
Bad joke, bad joke...

9/10 from me...

Nice job, Articanus...
 

chaos 9

Smash Cadet
Joined
Oct 1, 2007
Messages
63
One flaw in your reasoning on vile is that pursuiting skarm is not going to scratch his armor.
 

-k0Mbo

Smash Cadet
Joined
Dec 1, 2007
Messages
54
Scared to rate because of what you did when the first person rated but,

I don't think that Infernape should lead.

Take the Choice Band off of Weavile.

Move some speed IVs from Garchomp.

After Vaporeon is taken out, a Gyarados could rampage your team.


Dont yell at me please =].
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
Well at least your trying to help, so I won't yell =]

Infernape is the lead because it takes out most other ones: the few it doesn't take out are covered by the rest of the team.

The Choice Band on Weavile helps to kill with Pursuit: I can't use a Life Orb, because Weavile is already prone to residual damage.

Garchomp has those speed EVs to beat other Garchomps.

Weavile can outspeed Gyara(usually) after one DD, and hit it with a powerful Punishment. Garchomp takes Offensive one with Outrage, dealing 40% per blow. But yes, I am more vulnerable to Gyarados once Vaporeon is gone.

Thanks for rating! I'm sorry if I came off as harsh in that first post.
 
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