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Please help, I'm stuck :/

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
Please fix! I'm stuck ><'
To say at the least, this team is... fast. It also pushes VERY HARD against the current metagame. The idea behind it was to try to get my own set up going and knock out the opponent's pokemon one at a time, hopefully leaving his team weak to something else on my team. The main four guys that have a guaranteed spot on this team is the guys not in the front or the back. The middle four are the main guys, and the front and back are kinda..... fillers. Hopefully, someone can help me fix this. :/
Also, to understand the full role a pokemon plays on this team, I suggest reading the whole descriptions.

Armaldo @ Lum Berry
Battle Armor: Impish
252 HP, 216 Defense, 40 Special Defense
Stone Edge
X-Scissor
Stealth Rock
Knock Off
I'M SORRY ZOOK, I STOLEZ YOUR SET!!!
With that out of the way, let me explain he set: with a Lum Berry, I had originally planned for this to take statusing starters and either get a free set up or hit them hard, with Rest to recover lost HP: somehow Rest got lost along the way. I can't seem to fit it up there. Anyhow, I began by simply maxing HP, giving a positive Defense nature, and get the defenses as close to each other as possible after the Sand Stream boost: you have 1 more Special than Physical Defense. Stone Edge and X-Scissor have dual STAB and hit very hard, even without any Attack EVs. Stealth Rock is almost required on teams these days. Knock Off is also a very nice support option.


Starmie @ Leftovers
Natural Cure: Timid
140 Defense, 220 Speed, 148 Special Attack
Surf
Ice Beam
Recover
Rapid Spin
Fastest Rapid Spinner in the game: debatable to be the best. Leftovers cancel out Sand Stream damage, or can help take hits if it isn't out yet. Timid nature gives him enough speed to outpace Gengar, Jumpluff, and other base 110's, along with 216 Speed EVs: the extra 4 allow him to beat other 115's who use the standard of 216 EVs. 148 Special Attack EVs generates 273 Special Attack, guaranteeing the OHKO on the most defensive Garchomps. The rest was poured into Defense to help Starmie take Garchomp, Pursuit, and other Physical hits, in general, better. Surf is the primary attack with STAB, and makes Starmie an effective Infernape counter. Ice Beam is needed to help with my Garchomp weakness, and works on any "Bulky Water" like this. Rapid Spin is to keep my main sweepers away from too much residual damage, especially with the current lack of Wish Support. Recover is needed as a Recovery move on Starmie(obviously).
Let me point out something before ANYONE makes the suggestion: there is no room(or need) for Thunderbolt on this set. As effective as a Gyarados counter as this can make, this team already has a better Gyarados counter. Recover is also indespensible as a move because, otherwise, it loses the ability to switch into multiple threats and force the opponent out while attacking them and Recovering off the damage: it doesn't have the defenses to take a big hit, but with some good resistances, Recover, and EVs, it can take the right hits.


Metagross @ Shuca Berry
Clear Body: Jolly
44 HP, 216 Attack, 64 Defense, 184 Speed
Meteor Mash
Ice Punch
Thunderpunch
Psych Up
This is why I don't put Thunderbolt on my Starmie. A set of my own creation, this is designed to Psych Up Dragon Dances and sweep the opposing team(hopefully). Your better off Ice Punching Salamence and Dragonite, as they're usually EVed to hit 270 speed, which you can't hit even with 252 Speed EVs and a boosting nature. Gyarados can also do this, but since most are usually Bulkydos with only 223 speed, so I'll outspeed them anyway. The Shuca Berry and 108 defensive EVs allows Metagross to take Earthquakes after 3 DDs from Bulkydos(barely) and 2 DDs from Tyranitar. Jolly nature is required to beat all Tyranitars along with the 184 EVs. Metagross hits 360 Attack with 216 Attack EVs, which, I find, is a solid number. Meteor Mash is the primary attack, otherwise leaving me vulnerable to Cresselia and is needed to take out Tyranitars. Thunderpunch takes care of bulky waters and Skarmory. Ice Punch takes care of Dragons and helps with type coverage overall. Psych Up is there because I said so :p

Garchomp @ Choice Band
Sand Veil: Naive
216 Attack, 244 Speed, 48 Special Attack
Dragon Claw
Earthquake
Fire Blast
Outrage
My quick physical attacker. With a Choice Band and 216 attack EVs, you hit 525 Attack, and with two STAB moves with 100+ power, this can deal a lot of damage. 240 speed outspeeds base 100's, while the extra 4 helps him outspeed other Garchomps. The extra 48 is put into Special Attack, which is required with the neutral nature to 2HKO common switch-ins like Skarmory and Bronzong. Dragon Claw is for primary STAB move, used early game to "feel" for the opposing team's common Garchomp switch-ins. Earhquake and Fire Blast are your two primary ways to hit the most common switch-ins: Steel types. Outrage is for late game sweepage when the steels are out of the way or are at low HP.

Tyranitar @ Life Orb
Sand Stream: Jolly
248 Attack, 12 Defense, 248 Speed
Crunch
Earthquake
Dragon Dance
Taunt
My WCU(Weather Control Unit) and secondary physical sweeper, with a single Dragon Dance he can devesate teams when played right. Life Orb lets him have more power against common switch-ins he can't hit super effective, including Swampert and Hippowdon. Taunt makes Skarmory and Weezing mere set up bait, along with any other phazer or hazer. 248 Attack EVs make it an even number, so your attack isn't rounded down after an odd number of Dragon Dances. 248 Speed EVs are required to outspeed base 115's after a DD. The rest are put into Defense, and not wasted there: they help Tyranitar take Swampert's Earthquakes. Crunch and Earthquake have better coverage than Stone Edge with either of them individually.

Gengar @ Choice Scarf
Levitate: Modest
40 Defense, 216 Speed, 252 Special Attack
Shadow Ball
Thunderbolt
Psychic
Destiny Bond
My team's revenge killer. He has great type coverage, hitting everything for at leas neutral except Magnezone. Anyway, with the Choice Scarf and 216 Speed EVs, Gengar hits 465, so there's no round down and your faster than Ninjask(before he speed boosts). Then I just MAXed Special Attack and put the rest in Defense. Shadow Ball is for primary STAB, and couples nicely with Thunderbolt. As the team was, I was weak to Fighting types, especially CS Heracross: hopefully puting Psychic on this fixed that. Desiny Bond is an Emo way to take down the opponent, but effective none-the-less

Ans there it is. Please help me fix this: I feel strongly about the synergy with Starmie, Tyranitar, Garchomp, and Metagross, but I don't know who to use besides that. Things I'm looking for:
Can take hits well, either because of the resistances or because of the stats.
Can deal hits fairly well(not a requirement, but would be helpful).
A Revenge Killer(most likely Choice Scarfed).
Something that isn't affected by Machamp's Dynamicpunch.
Sets up Sealth Rock.
I know its impossible to have all of that, but I want to try. Heracross is seeming like a good choice with Scarf, and I can give it AA and a Jolly nature to outspeed other Heracrosses AND people trying to outspeed Adamant ones.
 
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