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My first team: Needs Fine Tuning

Equus

Smash Cadet
Joined
May 19, 2008
Messages
57
I will never claim that this is the ultimate team. Any and all tips will be appreciated. I tried to avoid extremely overused pokes in this set (such as Salamence and the like).

Gardevoir @ Focus Sash
Nature: Timid
Ability: Trace
56 HP/252 SpA/200 Spe
-Will-O-Wisp
-Calm Mind
-Psychic
-Flamethrower

Mainly used to shut down physical sweepers with Will-O-Wisp. Calm Mind helps to boost it's defenses and let it land fairly solid hits so that it's not completely defenseless. I'm not a big fan of Hypnosis' accuracy, which is why it's not on this set.

Swampert @ Leftovers
Nature: Relaxed
Ability: Torrent
240 HP/ 216 Def/ 52 SpA
-Stealth Rock
-Earthquake
-Surf
-Ice Beam

Pretty standard MixPert with Stealth Rock support. Has the defenses to throw out the rocks several times if need be.

Lucario @ Choice Specs
Nature: Timid
Ability: Steadfast
4 HP/ 252 SpA/ 252 Spe
-Aura Sphere
-Dragon Pulse
-Dark Pulse
-Vacuum Wave

The majority of Lucario I have seen were physical attackers, so I thought a specs Luc was nice for a change. Dragon pulse is for neutral damage on everything that Aura Sphere isn't effective against. I chose Dark Pulse over Shadow Ball because Dragon Pulse already has good type coverage, as well as the possibility of flinching. Vacuum Wave is for picking off weaker opponents and helps take care of Weavile.

Flygon @ Life Orb
Nature: Jolly
Ability: Levitate
40 HP/ 252 Atk/ 216 Spe
-Earthquake
-Dragon Claw
-Fire Blast
-Roost

My main physical attacker. One of the few Life Orbers I like because of it's ability to recover fairly safely (since Roost doesn't negate Levitiate) Fire Blast is to take care of steel physical walls like Skarmory.

Togekiss @ Metronome
Nature: Calm
Ability: Serene Grace
252 HP/ 6 Def/ 252 SpD
-Thunder Wave
-Air Slash
-Aura Sphere
-Roost

Gimmicky, but effective. Paralyze the opponent, then keep using Air Slash for massive annoyance. The extra damage from the Metronome has caught some of my opponents off guard. Paralysis gets bonus points, since this isn't the fastest team in the world, and Togekiss has the defenses to pull it off on several opponents.

Drapion @ Black Sludge
Nature: Impish
Ability: Battle Armor
252 HP/ 6 Atk/ 252 Def
-Toxic Spikes
-Knock Off
-Crunch
-Brick Break

Drapion is my least favorite of the group, and I'm probably going to end up replacing it with something more useful. I gave it Toxic Spikes to add to the Stealth Rock, support, but now I see that it's infringing on Gardevoir and Togekiss' usefulness because they both require inflicting different status effects on their opponents. I also don't like how it's two attacks don't deal as much damage as I'd like, given Drapion's lack of a recovery move. It's not all bad though, getting rid of my opponent's items with Knock Off has helped on a few occasions. Still, I'm not satisfied.
 

Niiro

Smash Ace
Joined
Nov 24, 2008
Messages
914
Location
...
add one of mow's metagross sets. nothing enjoys a cb meteor mash to the face. also, most of your team is specially based, so you should change that or else latias, blissey and every other special wall with **** you.
 

Equus

Smash Cadet
Joined
May 19, 2008
Messages
57
The agiligross does look good. I might give it a lum berry instead of life orb so it can last longer. I suppose I can make Swampert into a physical attacker as well to fix the special imbalance.

Any other thoughts before I edit my team?
 

Niiro

Smash Ace
Joined
Nov 24, 2008
Messages
914
Location
...
Comments in Bold
I will never claim that this is the ultimate team. Any and all tips will be appreciated. I tried to avoid extremely overused pokes in this set (such as Salamence and the like).

Gardevoir @ Focus Sash
Nature: Timid
Ability: Trace
56 HP/252 SpA/200 Spe
-Will-O-Wisp
-Calm Mind
-Psychic
-Flamethrower

Mainly used to shut down physical sweepers with Will-O-Wisp. Calm Mind helps to boost it's defenses and let it land fairly solid hits so that it's not completely defenseless. I'm not a big fan of Hypnosis' accuracy, which is why it's not on this set.

Change Calm Mind to HP Fighting to actually hurt the Tyranitar lead out to hurt you. Other than that, it makes an okay lead. Consider changing Focus Sash to something like Choice Specs =/

Swampert @ Leftovers
Nature: Relaxed
Ability: Torrent
240 HP/ 216 Def/ 52 SpA
-Stealth Rock
-Earthquake
-Surf
-Ice Beam

Pretty standard MixPert with Stealth Rock support. Has the defenses to throw out the rocks several times if need be.

fine.

Lucario @ Choice Specs
Nature: Timid
Ability: Steadfast
4 HP/ 252 SpA/ 252 Spe
-Aura Sphere
-Dragon Pulse
-Dark Pulse
-Vacuum Wave

The majority of Lucario I have seen were physical attackers, so I thought a specs Luc was nice for a change. Dragon pulse is for neutral damage on everything that Aura Sphere isn't effective against. I chose Dark Pulse over Shadow Ball because Dragon Pulse already has good type coverage, as well as the possibility of flinching. Vacuum Wave is for picking off weaker opponents and helps take care of Weavile.

I would try to fit Psychic in here somewhere, because there seems to be alot of machamps floating around right now. Most likly over Dragon pulse, because most of the Dragons will outspeed you anyways.

Flygon @ Life Orb
Nature: Jolly
Ability: Levitate
40 HP/ 252 Atk/ 216 Spe
-Earthquake
-Dragon Claw
-Fire Blast
-Roost

My main physical attacker. One of the few Life Orbers I like because of it's ability to recover fairly safely (since Roost doesn't negate Levitiate) Fire Blast is to take care of steel physical walls like Skarmory.

Meh, never saw the point of Flygon. A wanna-be Garchomp at best. Consider changing this to Metagross.

Togekiss @ Metronome
Nature: Calm
Ability: Serene Grace
252 HP/ 6 Def/ 252 SpD
-Thunder Wave
-Air Slash
-Aura Sphere
-Roost

Gimmicky, but effective. Paralyze the opponent, then keep using Air Slash for massive annoyance. The extra damage from the Metronome has caught some of my opponents off guard. Paralysis gets bonus points, since this isn't the fastest team in the world, and Togekiss has the defenses to pull it off on several opponents.
I'm sorry, but I just lost all respect for you. Using Paraflinch hax is pretty gay. But whatever works *shurgs*. Except the item. Change it. I would run something like this
Togekiss@Choice Scarf
Timid: Serene Grace
252 Speed/252 Spattack/4 SpDef
-Air Slash
-HP Ground
-Aura Sphere
- FireBlast/Flamethrower
HP Ground is for Scarftran, Fire Blast is for Skarm/ Scizor, Air Slash is for Stab. Aura Sphere is for Weavile/TTar/Lucario/Porygon-z/Anything else weak to fighting.


Drapion @ Black Sludge
Nature: Impish
Ability: Battle Armor
252 HP/ 6 Atk/ 252 Def
-Toxic Spikes
-Knock Off
-Crunch
-Brick Break

Drapion is my least favorite of the group, and I'm probably going to end up replacing it with something more useful. I gave it Toxic Spikes to add to the Stealth Rock, support, but now I see that it's infringing on Gardevoir and Togekiss' usefulness because they both require inflicting different status effects on their opponents. I also don't like how it's two attacks don't deal as much damage as I'd like, given Drapion's lack of a recovery move. It's not all bad though, getting rid of my opponent's items with Knock Off has helped on a few occasions. Still, I'm not satisfied.
Ew. Please Change to something else.

This team is built to be like a stall team, but it doesn't really do a good job. Infernape can seriously hurt this team if it had
Infernape@life orb
Blaze: Naive
252 Attack/252 speed
Earthquake
Shadow Claw
Stone Edge
Grass Knot
with only Swampert and Gardevior posing the slightest resistance to its attacks.
 
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