So yeah, I guess technically I should keep this a secret since the tourney is still going on but Bunny posted her team before I played her so w/e.
Cheech n Chong (Bronzong) @ Leftovers
Ability: Levitate
IVs: 0 Speed
EVs: 252 HP/86 Atk/80 Def/92 SDef
Relaxed nature (+Def, -Spd)
- Hypnosis
- Stealth Rock
- Gyro Ball
- Earthquake
Standard lead. I like him and he's served me very well. If I predict my opponent is a Taunter I'll just use Gyro Ball and switch out when they bring in a counter. I don't have much of an attachment to him and he's not a crucial part of my team outside the early game, so usually if they switch in a counter (which is anything with Flamethrower really) and I don't have Stealth Rock up yet I'll let him die (I'll switch out if he hasn't set up yet though). If he lives, however, he's a great asset to the team because of his typing, defensive stats, Hypnosis, and EQ. EQ and Gyro Ball are both great assets to have since they can usually kill a weakened Tyranitar, most smaller rock types, and every Steel and Electric type without flying or Levitate.
A lot of people tell me to run Explosion over Hypnosis because Hypnosis has terrible accuracy. While I don't deny this, it would basically give me no options for Bronzong against slower ghost/steel levitators/fliers like Rotom and Skarmory. Hypnosis is also a decent move for scouting since it'll let me see if the opponent's lead has Lum Berry or not.
SO PRINGLES (Gengar) (M) @ Choice Scarf
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Focus Blast
- Shadow Ball
- Thunderbolt
- Explosion
Yeah, not too much to say here. He's a fantastic revenge killer and when he does get walled I always have something to switch out to, though if I predict right and know enough about my opponent's team he won't be walled.
To understand the nickname, consult the following post wherein I make an intellectual analysis comparing Generation 1 of Pokemon to Marvel vs. Capcom 2:
http://www.smashboards.com/showpost.php?p=8721108&postcount=4279
Kenshiro (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 60 Atk/252 Spd/196 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Flamethrower
- Grass Knot
- Nasty Plot
Standard Mixape but with more emphasis on speed. I call it the Ape of the North Star since his job is basically to go in and Close Combat everything in sight and Flamethrower or Grass Knot everything that CC won't kill. The speed emphasis has been nothing short of fantastic. It lets him kill anything that doesn't have priority moves, scarf, or boosts from Agility/DD/Rock Polish before they have a chance to do anything. In other words, "They're already dead".
The only thing that I'm kind of thinking about in this set is taking out NP in favor of HP Ice or Thunderpunch to get more coverage since this set, while good, is effectively walled by Dragons. Maybe walled isn't exactly the right word, but you know what I mean - He can't hit Dragonite, Salamence, Flygon, and similar things for super effective damage with any of his attacks and most of them also resist practically everything I can dish out. I never end up using NP since I mostly only use Grass Knot against stuff it's 4* effective against (mudkipz, etc.) and Flamethrower when I'm sure they don't have Heatran. Thunderpunch would not change my EVs but the type coverage would not change much aside from being more effective against Gyara and hitting Dragonite and Mence for neutral damage. HP Ice would change my EVs giving me -1 Atk and -1 Def so I may have to change my nature to Naive, but it would give me the best type advantage against the dragons and decent stats against others stuff. U-Turn is another option which doesn't help against Dragons but it does help against Psychics. I'm not really a big fan of Stone Edge because of the accuracy but I am partial to Rock Slide. I could also use Slack Off for the lulz since between Life Orb, entry hazards, weather, and status effects, he'll usually only live 3 or 4 turns (although he'll take 3 or 4 pokemon with him).
Akuma (Gyarados) (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Earthquake
- Ice Fang
- Waterfall
GYARA GONNA EAT YOU OM NOM NOM NOM NOM.
Standard Speedy Gyara. I like the coverage offered by EQ and Ice Fang and the only thing Stone Edge would offer is against ice types so I'm really not concerned about that.
Mooninite (Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Charge Beam
- Ice Beam
- Rest
- Sleep Talk
A lot of people describe this setup as "extremely gay", so I guess it must be pretty good. The only thing that would worry this is Swampert or something that absorbs Bolt like Electivire, Jolteon, and some ground types. This ***** is really hard to kill though which makes her great. Jolteon can be particularly hard since they almost always pack Shadow Ball but if Cress has gotten any previous boosts from Charge Beam she should be able to pick it off with Ice Beam if I'm careful about it.
I went with the Resttalk build instead of the Moonlight build because I was sick of being ****ed over by Sandstorms and Hail. Cress is weak enough to Tyranitar without losing her recovery moves. Sleep Talk can also be good against random things with Yawn, Spore, or other sleep moves since it effectively doesn't change her gameplan that much.
Mameshiba (Quagsire) (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Earthquake
- Ice Punch
- Recover
teh svg tech. I was looking for something that could be a sort of physically defensive wall/tank and Swampert has no good recovery moves so I decided to try out Quag. She has been working out very well since nobody who hasn't played UU and doesn't have a grass type on their team has no idea how to deal with it. I've had Gyarados try to Waterfall me and once I stop laughing they're really easy to kill if she has boosts. Her typing is a godsend. I can switch to her safely if my opponent tries Fire against Bronzong, Water or Rock against Infernape, Electric or Rock against Gyarados, or Gravity+EQ against Gengar or Cress.
The problem is though that she's only really good if she gets boost up. Without boosts, she's really mediocre and effectively a bad mudkip. Recover is exactly what she needed, but without boosts she just sucks. I hate to bring tier discussion into this, but I don't see her moving into OU after the tiers are redone for HGSS. Maybe BL at best and definitely UU, but not OU.
1. Your team is weak to Infernape - It depends on the build. Bronzong dies to pretty much every build of Infernape. Gengar is fast enough to beat everything but the scarfed builds and STAB Shadow Ball does a lot of damage since Infernape is so frail. I generally win Infernape dittos because of all the speed I've invested in mine, so everything but Scarf will die. Gyarados can deal with everything that doesn't have Stone Edge or Thunderpunch although he does take a lot of damage from Grass Knot even though it's neutral since he's so big. Cressie walls everything without U-Turn and her EVs are structured that U-Turn won't do much damage anyway. Quagsire dies to Grass Knot but walls everything else.
2. You have no Tyranitar counters - Infernape, Gengar, Gyarados, Bronzong. kthx.
3. If Gyarados gets a DD it sweeps yout team - A possibility. However, Bronzong and Cressie are big enough to take at least 1 hit from him and live to use Gyro Ball and Charge Beam respectively. Gengar is scarfed and should hopefully beat a +1 Gyara with TBolt. I mentioned Quagsire being good for baited Waterfalls earlier.
Thoughts? Comments? Concerns? Trolling?
Discuss.
Also, how do you get those charts showing what typer your team is weak to and by how much? Do you just create them in Excel or what?
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Cheech n Chong (Bronzong) @ Leftovers
Ability: Levitate
IVs: 0 Speed
EVs: 252 HP/86 Atk/80 Def/92 SDef
Relaxed nature (+Def, -Spd)
- Hypnosis
- Stealth Rock
- Gyro Ball
- Earthquake
Standard lead. I like him and he's served me very well. If I predict my opponent is a Taunter I'll just use Gyro Ball and switch out when they bring in a counter. I don't have much of an attachment to him and he's not a crucial part of my team outside the early game, so usually if they switch in a counter (which is anything with Flamethrower really) and I don't have Stealth Rock up yet I'll let him die (I'll switch out if he hasn't set up yet though). If he lives, however, he's a great asset to the team because of his typing, defensive stats, Hypnosis, and EQ. EQ and Gyro Ball are both great assets to have since they can usually kill a weakened Tyranitar, most smaller rock types, and every Steel and Electric type without flying or Levitate.
A lot of people tell me to run Explosion over Hypnosis because Hypnosis has terrible accuracy. While I don't deny this, it would basically give me no options for Bronzong against slower ghost/steel levitators/fliers like Rotom and Skarmory. Hypnosis is also a decent move for scouting since it'll let me see if the opponent's lead has Lum Berry or not.
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SO PRINGLES (Gengar) (M) @ Choice Scarf
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Focus Blast
- Shadow Ball
- Thunderbolt
- Explosion
Yeah, not too much to say here. He's a fantastic revenge killer and when he does get walled I always have something to switch out to, though if I predict right and know enough about my opponent's team he won't be walled.
To understand the nickname, consult the following post wherein I make an intellectual analysis comparing Generation 1 of Pokemon to Marvel vs. Capcom 2:
http://www.smashboards.com/showpost.php?p=8721108&postcount=4279
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Kenshiro (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 60 Atk/252 Spd/196 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Flamethrower
- Grass Knot
- Nasty Plot
Standard Mixape but with more emphasis on speed. I call it the Ape of the North Star since his job is basically to go in and Close Combat everything in sight and Flamethrower or Grass Knot everything that CC won't kill. The speed emphasis has been nothing short of fantastic. It lets him kill anything that doesn't have priority moves, scarf, or boosts from Agility/DD/Rock Polish before they have a chance to do anything. In other words, "They're already dead".
The only thing that I'm kind of thinking about in this set is taking out NP in favor of HP Ice or Thunderpunch to get more coverage since this set, while good, is effectively walled by Dragons. Maybe walled isn't exactly the right word, but you know what I mean - He can't hit Dragonite, Salamence, Flygon, and similar things for super effective damage with any of his attacks and most of them also resist practically everything I can dish out. I never end up using NP since I mostly only use Grass Knot against stuff it's 4* effective against (mudkipz, etc.) and Flamethrower when I'm sure they don't have Heatran. Thunderpunch would not change my EVs but the type coverage would not change much aside from being more effective against Gyara and hitting Dragonite and Mence for neutral damage. HP Ice would change my EVs giving me -1 Atk and -1 Def so I may have to change my nature to Naive, but it would give me the best type advantage against the dragons and decent stats against others stuff. U-Turn is another option which doesn't help against Dragons but it does help against Psychics. I'm not really a big fan of Stone Edge because of the accuracy but I am partial to Rock Slide. I could also use Slack Off for the lulz since between Life Orb, entry hazards, weather, and status effects, he'll usually only live 3 or 4 turns (although he'll take 3 or 4 pokemon with him).
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Akuma (Gyarados) (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Earthquake
- Ice Fang
- Waterfall
GYARA GONNA EAT YOU OM NOM NOM NOM NOM.
Standard Speedy Gyara. I like the coverage offered by EQ and Ice Fang and the only thing Stone Edge would offer is against ice types so I'm really not concerned about that.
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Mooninite (Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Charge Beam
- Ice Beam
- Rest
- Sleep Talk
A lot of people describe this setup as "extremely gay", so I guess it must be pretty good. The only thing that would worry this is Swampert or something that absorbs Bolt like Electivire, Jolteon, and some ground types. This ***** is really hard to kill though which makes her great. Jolteon can be particularly hard since they almost always pack Shadow Ball but if Cress has gotten any previous boosts from Charge Beam she should be able to pick it off with Ice Beam if I'm careful about it.
I went with the Resttalk build instead of the Moonlight build because I was sick of being ****ed over by Sandstorms and Hail. Cress is weak enough to Tyranitar without losing her recovery moves. Sleep Talk can also be good against random things with Yawn, Spore, or other sleep moves since it effectively doesn't change her gameplan that much.
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Mameshiba (Quagsire) (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Earthquake
- Ice Punch
- Recover
teh svg tech. I was looking for something that could be a sort of physically defensive wall/tank and Swampert has no good recovery moves so I decided to try out Quag. She has been working out very well since nobody who hasn't played UU and doesn't have a grass type on their team has no idea how to deal with it. I've had Gyarados try to Waterfall me and once I stop laughing they're really easy to kill if she has boosts. Her typing is a godsend. I can switch to her safely if my opponent tries Fire against Bronzong, Water or Rock against Infernape, Electric or Rock against Gyarados, or Gravity+EQ against Gengar or Cress.
The problem is though that she's only really good if she gets boost up. Without boosts, she's really mediocre and effectively a bad mudkip. Recover is exactly what she needed, but without boosts she just sucks. I hate to bring tier discussion into this, but I don't see her moving into OU after the tiers are redone for HGSS. Maybe BL at best and definitely UU, but not OU.
1. Your team is weak to Infernape - It depends on the build. Bronzong dies to pretty much every build of Infernape. Gengar is fast enough to beat everything but the scarfed builds and STAB Shadow Ball does a lot of damage since Infernape is so frail. I generally win Infernape dittos because of all the speed I've invested in mine, so everything but Scarf will die. Gyarados can deal with everything that doesn't have Stone Edge or Thunderpunch although he does take a lot of damage from Grass Knot even though it's neutral since he's so big. Cressie walls everything without U-Turn and her EVs are structured that U-Turn won't do much damage anyway. Quagsire dies to Grass Knot but walls everything else.
2. You have no Tyranitar counters - Infernape, Gengar, Gyarados, Bronzong. kthx.
3. If Gyarados gets a DD it sweeps yout team - A possibility. However, Bronzong and Cressie are big enough to take at least 1 hit from him and live to use Gyro Ball and Charge Beam respectively. Gengar is scarfed and should hopefully beat a +1 Gyara with TBolt. I mentioned Quagsire being good for baited Waterfalls earlier.
Thoughts? Comments? Concerns? Trolling?
Discuss.
Also, how do you get those charts showing what typer your team is weak to and by how much? Do you just create them in Excel or what?