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.
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.