D
Deleted member
Guest
most people use the cookie cutter team that looks something like this:
-spiker
-starter
-phazer
-rapid spin niglet
-physical wall
-special wall
-physical attacker
-special attacker
-cleric
and then they cram mutiple jobs onto one poke, so every team has gyarados blissey skarmory bronzong etc.
I'm going to cure you all of this ******** mentality right now. You don't need half this ****. Let's review each job.
stuff you need:
-starter, duh. You have to start with someone.
-attacker of either variety. You need to be able to kill stuff. In general, wall teams get stomped by simple tricks like CM + sub or Taunt. You might put this stuff on your attackers to prevent getting walled.
stuff you don't need:
-rapid spinner
Really, rapid spin is another way of giving your opponent a free turn. Aside from preventing menial amounts of damage. It's simply easier to use taunt or a stat booster for your advantage. I suppose a fair analogy is comparing Taunt to a condom and Rapid Spin to an abortion at the free clinic in the Philadelphia ghetto, and switching to said Rapid Spinner is like taking a taxi to said clinic with an asian driver that can't speak English.
"Well, screw you Umbreon, then I can't make safe switches!"
Fallacy. There is no such thing as a safe switch. Switching is also a way of giving your opponent a free turn, something that is generally the worst thing you can do in battle. This means that even if you switch correctly and safetly, you are still at an immediate disadvantage simply for losing your turn. In fact, switching may very well be the most dangerous thing you can do in pokemon.
-cleric
Heal Bell and Aromatherapy are simply not good. They are just another way of wasting a turn. Statistically speaking, it's not in your benefit to keep it for situational purposes in the first place. Even Wish is limited to an extent, because when it says "_____ made a wish!" it really means " HIT ME WITH THE HARDEST **** YOU GOT"
-spiker
while no one will deny that having spikes on the field is a good thing, very often it means you can be doing something more productive. Many people have turned to Stealth Rock, which works just fine without taking 3 turns. SR is also nice because it encourages Earthquake spammy teams.
**** that is useful to an extent:
-walls
being able to take hits is nice, however, walling just special or physical attacks will leave you switching often,. which is generally bad. It is usually in your benefit to use pokemon that can wall both physical and special attacks effectively. These are few in number however.
-phazer
it's useful to be able to eliminate stat effects, but you won't always find yourself using them. If you choose to use a phazer, use it with care, or just tag the phaze move onto a different set with an open spot. This will maximize your effeciency overall.
to everyone who says you need more walls or supporters or attackers or whatever, thats a bad mentality. it is the player who decides whether his team relies on defense, offense, or a mix with supports.
-spiker
-starter
-phazer
-rapid spin niglet
-physical wall
-special wall
-physical attacker
-special attacker
-cleric
and then they cram mutiple jobs onto one poke, so every team has gyarados blissey skarmory bronzong etc.
I'm going to cure you all of this ******** mentality right now. You don't need half this ****. Let's review each job.
stuff you need:
-starter, duh. You have to start with someone.
-attacker of either variety. You need to be able to kill stuff. In general, wall teams get stomped by simple tricks like CM + sub or Taunt. You might put this stuff on your attackers to prevent getting walled.
stuff you don't need:
-rapid spinner
Really, rapid spin is another way of giving your opponent a free turn. Aside from preventing menial amounts of damage. It's simply easier to use taunt or a stat booster for your advantage. I suppose a fair analogy is comparing Taunt to a condom and Rapid Spin to an abortion at the free clinic in the Philadelphia ghetto, and switching to said Rapid Spinner is like taking a taxi to said clinic with an asian driver that can't speak English.
"Well, screw you Umbreon, then I can't make safe switches!"
Fallacy. There is no such thing as a safe switch. Switching is also a way of giving your opponent a free turn, something that is generally the worst thing you can do in battle. This means that even if you switch correctly and safetly, you are still at an immediate disadvantage simply for losing your turn. In fact, switching may very well be the most dangerous thing you can do in pokemon.
-cleric
Heal Bell and Aromatherapy are simply not good. They are just another way of wasting a turn. Statistically speaking, it's not in your benefit to keep it for situational purposes in the first place. Even Wish is limited to an extent, because when it says "_____ made a wish!" it really means " HIT ME WITH THE HARDEST **** YOU GOT"
-spiker
while no one will deny that having spikes on the field is a good thing, very often it means you can be doing something more productive. Many people have turned to Stealth Rock, which works just fine without taking 3 turns. SR is also nice because it encourages Earthquake spammy teams.
**** that is useful to an extent:
-walls
being able to take hits is nice, however, walling just special or physical attacks will leave you switching often,. which is generally bad. It is usually in your benefit to use pokemon that can wall both physical and special attacks effectively. These are few in number however.
-phazer
it's useful to be able to eliminate stat effects, but you won't always find yourself using them. If you choose to use a phazer, use it with care, or just tag the phaze move onto a different set with an open spot. This will maximize your effeciency overall.
to everyone who says you need more walls or supporters or attackers or whatever, thats a bad mentality. it is the player who decides whether his team relies on defense, offense, or a mix with supports.