bombr
Smash Cadet
- Joined
- Mar 21, 2008
- Messages
- 25
Lately, I've really just wanted to make an out of the ordinary team, and I'm just wondering if there are any improvements that I could make this team decent, while still being fun to use. Flame me, rant about how much this team sucks, whatevs. I really don't care. I'm just out to make a team that's fun.
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Bronzong @ Leftovers
252 HP/ 128 Atk/ 128 Def
Nature: Relaxed
Ability: Levitate
-Stealth Rock
-Hypnosis
-Trick Room
-Gyro Ball
This dude is here to lead. Hypnosis on turn one, set up stealth rock and trick room, and switch into a sweeper or hack away with Gyro ball. Gyro Ball should do decent damage on anything neutral. Lefties helps it with survivability, as this thing knows the move that my team is based around: Trick Room. Stealth Rock doesn’t do much and Spikes and Toxic Spikes don’t do anything, making it ideal for coming in and out to set up Trick Room multiple times.
Porygon2 @ Leftovers
252 HP/ 68 Def/ 92 SpAtk/ 96 SpDef
Nature: Quiet
Ability: Trace
-Thunderbolt
-Ice Beam
-Recover
-Trick Room
Porygon2 doesn’t have the best speed, which is perfect for Trick Room. Recover helps this guy stick around, so it can hopefully Trick Room multiple times. BoltBeam does neutral damage on almost everything, and it has all around decent stats. Pretty standard, I suppose.
Clamperl @ DeepSea Tooth
252 HP/ 4 Def/ 252 SpAtk
Nature: Quiet
Ability: Shell Armor
-Surf
-Ice Beam
-HP Electric
-Brine
LOL! Clamperl has suckish speed, but it’s got a Special Attack stat of 542 with DeepSea Tooth. Sounds great for sweeping in Trick room. It has a lot of problems, but is really just Fun. Clamperl’s defense is decent, but it has a lot lacking in its move pool. HP Electric is for other waters, and does neutral damage on almost everything with a BoltBeam-esque combo.
Trapinch @ Choice Band
52 HP/ 252 Atk/ 204 SpDef
Nature: Brave
Ability: Arena Trap
-Earthquake
-Quick Attack
-Crunch
-Rock Slide
A cute little revenge killer that acts like a Dugtrio. With a base speed of 10 (lol) this thing literally out speeds everything except itself, Munchlax, and Bronzor during Trick Room, and 100 base Attack is decent. It works like the average Revenge killer. Switch it into something that it can kill, and kill it. It’s got Quick Attack for something that is just hanging in there and it’s type coverage is okay.
Rampardos @ Life Orb
252 HP/ 252 Atk/ 4 SpDef
Nature: Brave
Ability: Mold Breaker
-Earthquake
-Zen Headbutt
-Stone Edge
-Hammer Arm
Rampardos is just great in Trick Room. Not much is slower than it and it’s attack stat is monstrous, and is coupled with Life Orb. Just send this thing out during Trick Room and bash face. Hammer Arm is there because it has good accuracy, 100 base power, and lowers speed, which is not a bad thing during Trick Room. It has neutral on everything, if I’m not mistaken.
Dusknoir @ Leftovers
252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
Ability: Pressure
-Pain Split
-Will-O-Wisp
-Trick Room
-Fire Punch
Dusknoir is the final carrier of Trick Room on this team. It is bulky, has a recovery move, and can burn things to help out my fragile Sweepers. Fire Punch is there if the time arises for offense. Leftovers helps it stick around, and isn’t all that hard to switch in, being as defensive as it is and having two immunities.
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Criticize me.
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Bronzong @ Leftovers
252 HP/ 128 Atk/ 128 Def
Nature: Relaxed
Ability: Levitate
-Stealth Rock
-Hypnosis
-Trick Room
-Gyro Ball
This dude is here to lead. Hypnosis on turn one, set up stealth rock and trick room, and switch into a sweeper or hack away with Gyro ball. Gyro Ball should do decent damage on anything neutral. Lefties helps it with survivability, as this thing knows the move that my team is based around: Trick Room. Stealth Rock doesn’t do much and Spikes and Toxic Spikes don’t do anything, making it ideal for coming in and out to set up Trick Room multiple times.

Porygon2 @ Leftovers
252 HP/ 68 Def/ 92 SpAtk/ 96 SpDef
Nature: Quiet
Ability: Trace
-Thunderbolt
-Ice Beam
-Recover
-Trick Room
Porygon2 doesn’t have the best speed, which is perfect for Trick Room. Recover helps this guy stick around, so it can hopefully Trick Room multiple times. BoltBeam does neutral damage on almost everything, and it has all around decent stats. Pretty standard, I suppose.

Clamperl @ DeepSea Tooth
252 HP/ 4 Def/ 252 SpAtk
Nature: Quiet
Ability: Shell Armor
-Surf
-Ice Beam
-HP Electric
-Brine
LOL! Clamperl has suckish speed, but it’s got a Special Attack stat of 542 with DeepSea Tooth. Sounds great for sweeping in Trick room. It has a lot of problems, but is really just Fun. Clamperl’s defense is decent, but it has a lot lacking in its move pool. HP Electric is for other waters, and does neutral damage on almost everything with a BoltBeam-esque combo.

Trapinch @ Choice Band
52 HP/ 252 Atk/ 204 SpDef
Nature: Brave
Ability: Arena Trap
-Earthquake
-Quick Attack
-Crunch
-Rock Slide
A cute little revenge killer that acts like a Dugtrio. With a base speed of 10 (lol) this thing literally out speeds everything except itself, Munchlax, and Bronzor during Trick Room, and 100 base Attack is decent. It works like the average Revenge killer. Switch it into something that it can kill, and kill it. It’s got Quick Attack for something that is just hanging in there and it’s type coverage is okay.

Rampardos @ Life Orb
252 HP/ 252 Atk/ 4 SpDef
Nature: Brave
Ability: Mold Breaker
-Earthquake
-Zen Headbutt
-Stone Edge
-Hammer Arm
Rampardos is just great in Trick Room. Not much is slower than it and it’s attack stat is monstrous, and is coupled with Life Orb. Just send this thing out during Trick Room and bash face. Hammer Arm is there because it has good accuracy, 100 base power, and lowers speed, which is not a bad thing during Trick Room. It has neutral on everything, if I’m not mistaken.

Dusknoir @ Leftovers
252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
Ability: Pressure
-Pain Split
-Will-O-Wisp
-Trick Room
-Fire Punch
Dusknoir is the final carrier of Trick Room on this team. It is bulky, has a recovery move, and can burn things to help out my fragile Sweepers. Fire Punch is there if the time arises for offense. Leftovers helps it stick around, and isn’t all that hard to switch in, being as defensive as it is and having two immunities.
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Criticize me.