Banjodorf
Dynamic Duo
- Joined
- Nov 15, 2007
- Messages
- 8,455
- NNID
- bluefalcon27
- 3DS FC
- 2105-8715-5493
I focused primarily on a Dark/Ghost type team, but of course the dual-types make the team =)
Anyway, please tell me if theres anything I can improve on, constructive criticism is good.
Alpha Status is explained much later on.
Here we go:
Shadow Team - Alpha Status
Dusknoir - Type1 - Ghost
Ability - Pressure - See Ability footnotes.
Held Item - Choice 1 - Kasib Berry - Reduces Ghost type attack damage done to holder. Choice 2 - Bright Powder - Reduces foe's accuracy.
Attack #1 - Will o' Wisp - Inflicts a burn on target
Attack #2 - Confuse Ray - Confuses target for 1-5 turns.
Attack #3 - Destiny Bond - When user dies, target dies. - requires breeding
Attack #4 - Mean Look - Prevents foe from retreating from battle.
Strategy - the basic strategy with Dusknoir will be survivability. The status conditions do not conflict, and thus can be used effectively to remove opponents without mess.
My past ghost-type strategy involved Gengar, but my idea of using hypnosis and toxic conflicted with each other, confuse ray and burn inflicting will o' wisp do not conflict. Mean look will be used along with Destiny Bond, so that even if Dusknoir is killed, the opponent is killed as well.
Whether or not the reverse effect is possible (i.e. Dusknoir killing a pokemon afflicted with Destiny Bond, and Dusknoir suffering the same fate.) is still up for debate. Tests will be made to determine the hypothesis. Updates imminent.
Tyranitar - Type1 - Rock/ Type2 - Dark
Ability - Sand Stream - See ability footnotes
Held Item - Scope Lens - Increased Critical Hit Ratio
Attack #1 - Aerial Ace - 100% Accuracy
Attack #2 - Earthquake - No effect other than high damage
Attack #3 - Surf - No effect other than damage
Attack #4 - Thunder Fang - 10% chance of causing flinching or paralyze
Strategy - Tyranitar's strategy compliments his heavy attack stats and other strengths as well as his major weakness - Fighting Types. Aerial ace's main purpose is to attack the fighting and grass types that would be tyranitar's primary source of pain. Earthquake is simply a must-have with Tyranitar, being a heavy damage attack that destroys most competition.
Surf, albeit not a very strong attack do to Tyranitar's focus more on physical attacks, will combat ground types that try to bring him down. Also serving as a mode of transportation outside of battle, needed to cross waters.
Thunder fang is not truly a strong attack, but it provides protection from water types, especially those such as Gyarados, and the chance to flinch and paralyze is a fantastic add-on.
Froslass - Type1 - Ice/Type2 - Ghost
Ability - Snow Cloak - See Ability Footnotes
Held Item -
Attack #1 - Hail - Causes hail to fall for 5 turns, doing damage to non-ice type pokemon
Attack #2 - Ice Beam - Strong attack with a 10% chance to cause a freeze
Attack #3 - Attract - Attracts the opposite gender, giving a 50% for their attack to fail
Attack #4 - Ominous Wind - 10% chance to increase all of the user's stats
Froslass is definitely an interesting pokemon. A strange combination of types, much like Rotom. Hail is a must for this pokemon, simply because of the evastion bonus of snow cloak, as well as the periodic damage. Ice beam is just an attack with direct damage and a chance to freeze, most pokemon need at least one attack like this.
Attract, being that Froslass is a female pokemon will come in handy against all female pokemon Froslass goes against. This will also serve as the confuse-ray attack for Froslass, and given the hail, if the pokemon does manage to attack, there is a smaller chance the attack will land, which will addirritation for the enemy and survivability for myself.
Ominous wind seemed like a good attack choice, although not very strong, it plays off of Froslass' Ghost type and gains damage, and it also has a chance of increasing all of her stats.
Sharpedo - Type1 - Water/Type2 - Dark
Ability - Rough skin - See ability footnotes.
Held Item - Quick Claw - Increases chance of attacking first
Attack #1 - Earthquake - No effect other than high damage
Attack #2 - Ice Fang - 10% chance to freeze or flinch
Attack #3 - Aqua Jet - Attack almost guaranteed to be used first
Attack #4 - Screech - Lowers foe's defense by two levels
All of Sharpedo's attacks play off of his high attack rating. All of them are physical so the damage is at it's highest. Aqua Jet is simply a quick attack that plays off of his water type, so it will do somewhat high damage quickly.
Earthquake and Ice fang are meant as counters, and high damage dealers to those types that would normally make short work of sharpedo. Earthquake trumps electric types, and ice fang counters grass types.
Screech compliments all of these attacks, lowering the foe's defense allowing for much heavier damage from any of the three offensive attacks.
Sharpedo is meant as a quick heavy damage dealer.
Houndoom - Type1 - Fire/Type2 - Dark
Ability - Flash Fire - See ability footnotes
Held Item - Charcoal
Attack #1 - Flamethrower - Strong fire-type attack with a 10% chance to burn
Attack #2 - Sunny Day - Sunlight shines for 5 turns, increasing fire-type attack damage and allows solarbeam to be used in one turn
Attack #3 - Solar Beam - High powered grass type attack that normally requires two turns to use, unless Sunny Day is in use
Attack #4 - Nasty Plot - Increases special attack rating by two levels
Houndoom is a full-on special attack pokemon. His ability will not only make fire-type attacks useless against it, but the fire type attacks will increase his own fire-type attack damage. The charcoal and sunny day also add to fire type damage, so flamethrower will be a force to be reckoned with.
Solarbeam will also profit from sunny day, allowing it to be used in one turn rather than two, and being a grass-type attack, it will trump water-type pokemon that would normally destroy it. This also provides just a high-damage high accuracy attack for 5 turns.
Nasty Plot is a necessity in this moveset. It will increase special attack rating by two levels further increasing the damage of flamethrower and solarbeam.
Honchkrow - Type1 - Dark/Type2 - Flying
Ability - Super Luck - See ability footnotes
Held Item - Razor Claw - Increases critical hit ratio
Attack #1 - Dark Pulse - Causes good damage and has a 20% chance of causing foe to flinch.
Attack #2 - Embargo - Prohibits foe from using held item.
Attack #3 - Haze - Nullifies all status changes
Attack #4 - Steel Wing - A strong steel type attack. has a chance to raise user's defense one level.
Honchkrow is a strange pokemon. A good pokemon, with strong offensive traits and high health, but a strange pokemon because of it's quirky style.
It only has one real move that can combat types that would destroy it, like rock types and ice types, thats that is steel wing. Electric types will still have their way with Honchkrow.
Super Luck combined with the Razor Claw will allow him to crit around 60% of the time, which is fantastic, especially from a pokemon with such high offense.
Embargo is really just an annoyance, meant to compromise foes whose strategy revolves around the berry their pokemon is holding (i.e. the Rest/Chesto Berry combo.) Dark Pulse is a very powerful attack, and has a strong chance to cause flinching which is quite useful.
Haze is useful to Honchkrow because it will just affect his foes negatively. He has no stat boosting abilities, so haze wont negatively affect him by removing his stat boosts.
Steel wing, being the only attack he can learn that will trump ice/rock type pokemon is a must. His high offense and high crit ratio will also boost the move's effectiveness.
For my team, at least 50% of it, weather is very important, and the weather will be constantly changing and has to be for it to be effective.
the team is in-construction at the moment, still have to level the first four pokemon, and acquire a few of the items and TMs, and get to breeding, but hopefully it will work very well once it is finished. I will be thinking of ways to improve it as all the pokemon reach top level, and will be updating the team.
Ability Footnotes - I merely wanted to group all the 6 pokemon's abilities together here to make it look a bit more organized =)
Rough Skin - Causes damage to the attacker when Sharpedo is hit by a physical attack.
Pressure - Attacks used against Dusknoir have their PP reduced by 2 instead of one per hit.
Snow Cloak - Raises evasion in hail
Flash Fire - Fire-type attacks do no damage to Houndoom, and increase his fire-type attack damage moderately
Sand Stream - Raises a sandstorm in battle when pokemon is brought out, causing damage to non rock, steel or ground type pokemon.
Super Luck - Increases critical hit ratio
Anyway, please tell me if theres anything I can improve on, constructive criticism is good.
Alpha Status is explained much later on.
Here we go:
Shadow Team - Alpha Status
Dusknoir - Type1 - Ghost
Ability - Pressure - See Ability footnotes.
Held Item - Choice 1 - Kasib Berry - Reduces Ghost type attack damage done to holder. Choice 2 - Bright Powder - Reduces foe's accuracy.
Attack #1 - Will o' Wisp - Inflicts a burn on target
Attack #2 - Confuse Ray - Confuses target for 1-5 turns.
Attack #3 - Destiny Bond - When user dies, target dies. - requires breeding
Attack #4 - Mean Look - Prevents foe from retreating from battle.
Strategy - the basic strategy with Dusknoir will be survivability. The status conditions do not conflict, and thus can be used effectively to remove opponents without mess.
My past ghost-type strategy involved Gengar, but my idea of using hypnosis and toxic conflicted with each other, confuse ray and burn inflicting will o' wisp do not conflict. Mean look will be used along with Destiny Bond, so that even if Dusknoir is killed, the opponent is killed as well.
Whether or not the reverse effect is possible (i.e. Dusknoir killing a pokemon afflicted with Destiny Bond, and Dusknoir suffering the same fate.) is still up for debate. Tests will be made to determine the hypothesis. Updates imminent.
Tyranitar - Type1 - Rock/ Type2 - Dark
Ability - Sand Stream - See ability footnotes
Held Item - Scope Lens - Increased Critical Hit Ratio
Attack #1 - Aerial Ace - 100% Accuracy
Attack #2 - Earthquake - No effect other than high damage
Attack #3 - Surf - No effect other than damage
Attack #4 - Thunder Fang - 10% chance of causing flinching or paralyze
Strategy - Tyranitar's strategy compliments his heavy attack stats and other strengths as well as his major weakness - Fighting Types. Aerial ace's main purpose is to attack the fighting and grass types that would be tyranitar's primary source of pain. Earthquake is simply a must-have with Tyranitar, being a heavy damage attack that destroys most competition.
Surf, albeit not a very strong attack do to Tyranitar's focus more on physical attacks, will combat ground types that try to bring him down. Also serving as a mode of transportation outside of battle, needed to cross waters.
Thunder fang is not truly a strong attack, but it provides protection from water types, especially those such as Gyarados, and the chance to flinch and paralyze is a fantastic add-on.
Froslass - Type1 - Ice/Type2 - Ghost
Ability - Snow Cloak - See Ability Footnotes
Held Item -
Attack #1 - Hail - Causes hail to fall for 5 turns, doing damage to non-ice type pokemon
Attack #2 - Ice Beam - Strong attack with a 10% chance to cause a freeze
Attack #3 - Attract - Attracts the opposite gender, giving a 50% for their attack to fail
Attack #4 - Ominous Wind - 10% chance to increase all of the user's stats
Froslass is definitely an interesting pokemon. A strange combination of types, much like Rotom. Hail is a must for this pokemon, simply because of the evastion bonus of snow cloak, as well as the periodic damage. Ice beam is just an attack with direct damage and a chance to freeze, most pokemon need at least one attack like this.
Attract, being that Froslass is a female pokemon will come in handy against all female pokemon Froslass goes against. This will also serve as the confuse-ray attack for Froslass, and given the hail, if the pokemon does manage to attack, there is a smaller chance the attack will land, which will addirritation for the enemy and survivability for myself.
Ominous wind seemed like a good attack choice, although not very strong, it plays off of Froslass' Ghost type and gains damage, and it also has a chance of increasing all of her stats.
Sharpedo - Type1 - Water/Type2 - Dark
Ability - Rough skin - See ability footnotes.
Held Item - Quick Claw - Increases chance of attacking first
Attack #1 - Earthquake - No effect other than high damage
Attack #2 - Ice Fang - 10% chance to freeze or flinch
Attack #3 - Aqua Jet - Attack almost guaranteed to be used first
Attack #4 - Screech - Lowers foe's defense by two levels
All of Sharpedo's attacks play off of his high attack rating. All of them are physical so the damage is at it's highest. Aqua Jet is simply a quick attack that plays off of his water type, so it will do somewhat high damage quickly.
Earthquake and Ice fang are meant as counters, and high damage dealers to those types that would normally make short work of sharpedo. Earthquake trumps electric types, and ice fang counters grass types.
Screech compliments all of these attacks, lowering the foe's defense allowing for much heavier damage from any of the three offensive attacks.
Sharpedo is meant as a quick heavy damage dealer.
Houndoom - Type1 - Fire/Type2 - Dark
Ability - Flash Fire - See ability footnotes
Held Item - Charcoal
Attack #1 - Flamethrower - Strong fire-type attack with a 10% chance to burn
Attack #2 - Sunny Day - Sunlight shines for 5 turns, increasing fire-type attack damage and allows solarbeam to be used in one turn
Attack #3 - Solar Beam - High powered grass type attack that normally requires two turns to use, unless Sunny Day is in use
Attack #4 - Nasty Plot - Increases special attack rating by two levels
Houndoom is a full-on special attack pokemon. His ability will not only make fire-type attacks useless against it, but the fire type attacks will increase his own fire-type attack damage. The charcoal and sunny day also add to fire type damage, so flamethrower will be a force to be reckoned with.
Solarbeam will also profit from sunny day, allowing it to be used in one turn rather than two, and being a grass-type attack, it will trump water-type pokemon that would normally destroy it. This also provides just a high-damage high accuracy attack for 5 turns.
Nasty Plot is a necessity in this moveset. It will increase special attack rating by two levels further increasing the damage of flamethrower and solarbeam.
Honchkrow - Type1 - Dark/Type2 - Flying
Ability - Super Luck - See ability footnotes
Held Item - Razor Claw - Increases critical hit ratio
Attack #1 - Dark Pulse - Causes good damage and has a 20% chance of causing foe to flinch.
Attack #2 - Embargo - Prohibits foe from using held item.
Attack #3 - Haze - Nullifies all status changes
Attack #4 - Steel Wing - A strong steel type attack. has a chance to raise user's defense one level.
Honchkrow is a strange pokemon. A good pokemon, with strong offensive traits and high health, but a strange pokemon because of it's quirky style.
It only has one real move that can combat types that would destroy it, like rock types and ice types, thats that is steel wing. Electric types will still have their way with Honchkrow.
Super Luck combined with the Razor Claw will allow him to crit around 60% of the time, which is fantastic, especially from a pokemon with such high offense.
Embargo is really just an annoyance, meant to compromise foes whose strategy revolves around the berry their pokemon is holding (i.e. the Rest/Chesto Berry combo.) Dark Pulse is a very powerful attack, and has a strong chance to cause flinching which is quite useful.
Haze is useful to Honchkrow because it will just affect his foes negatively. He has no stat boosting abilities, so haze wont negatively affect him by removing his stat boosts.
Steel wing, being the only attack he can learn that will trump ice/rock type pokemon is a must. His high offense and high crit ratio will also boost the move's effectiveness.
For my team, at least 50% of it, weather is very important, and the weather will be constantly changing and has to be for it to be effective.
the team is in-construction at the moment, still have to level the first four pokemon, and acquire a few of the items and TMs, and get to breeding, but hopefully it will work very well once it is finished. I will be thinking of ways to improve it as all the pokemon reach top level, and will be updating the team.
Ability Footnotes - I merely wanted to group all the 6 pokemon's abilities together here to make it look a bit more organized =)
Rough Skin - Causes damage to the attacker when Sharpedo is hit by a physical attack.
Pressure - Attacks used against Dusknoir have their PP reduced by 2 instead of one per hit.
Snow Cloak - Raises evasion in hail
Flash Fire - Fire-type attacks do no damage to Houndoom, and increase his fire-type attack damage moderately
Sand Stream - Raises a sandstorm in battle when pokemon is brought out, causing damage to non rock, steel or ground type pokemon.
Super Luck - Increases critical hit ratio