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Bullet

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Posts posted by Bullet

  1. FUCK YEAH SEAKING

    [CB]
    [Seaking] (M/F) @ [Choice Band]
    Trait: [Lightningrod]
    EVs: [252 Atk/252 Speed/4 HP]
    [Nature] Adamant
    - Waterfall
    - Megahorn
    - Return
    - Bounce
    [Look at your Seaking. Now look at mine. What difference do you see? Oh, none? Well that's probably true, because Seaking is a pretty weak Pokemon, I'd dare say in the same league as Farfetch'd. It has no base stats exceeding 100, a very shallow movepool, and average ablities at best. This simple set looks to capitalize on what is its best stat, a 92 base attack stat. Seaking's speed is also pretty bad, thus we use Adamant, you could even switch the Speed EVs to HP EVs, though don't expect to be bulky either way. In any case, Seaking's best quality in this set might actually be its ability, Lightningrod, which I did say was only ok. In this case, it makes your only weakness grass(now if only you had defenses to capitalize!), and can complement Pokemon weak to Electric. Other options for moves, well, Seaking can use Ice Beam. It's ok I suppose for predicting switch ins, and a boost from your Lightningrod can amp up its power. Just remember to switch your nature to a non -SpAtk nature. And then, ummm, Poison Jab? I wasn't kidding when I said Seaking had a very shallow movepool. Have fun kids!]
  2. [quote name='Neo' timestamp='1324927759' post='21816']
    Hitmonlee (M) @ Choice Band
    Trait: Reckless
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Hi Jump Kick
    - Close Combat
    - Superpower
    - Mach Punch

    Pick your poison. Hi Jump Kick ruins other teams if they don't have any ghosts. So does CC, but that def. fall is brutal. Superpower is a good one if you are going to switch out a lot, and Mach Punch for Filler/Priority.
    [/quote]

    4 Fighting moves...? not sure wat say
  3. Yes, it is a triples team. Forgot to mention that in the first post.

    Hmm, I'd rather paralyze them and smack them with Dig, for one. Otherwise, Spore's the usual on parasect.

    Night Slash works better than Bullet Punch for ghosts (read: jellicent/chandelure), and since the whole team is loaded with bugs, scizor not having a bug move's sort of compensated for.

    This yanmega is made to torture water teams - hence the HP Electric. Volcarona has both fire and HP Ice, so those two I'm not too worried about.

    Regarding Megahorn, refer to my earlier reply to Slim Shady's suggestion. And then there's the bug saturation question as discussed earlier with scizor (this team has leavanny, volcarona, and yanmega running bug moves) so heracross can keep his pitiful Night Slash :)

    Parasect: Not sure why you'd rather paralyze someone than put them to sleep... o.o Not to mention you can paralyze one Pokemon and put to sleep another if you have spore(between volbeat or illumise and parasect)

    Scizor: Well, it's just two Pokemon, but I suppose it's reasonable. Thought it's more of having another solid STAB move than a bug move specifically.

    Yanmega: HP Electric still isn't that great. Neutral Bug Buzz has 5 power less than x2 HP Electric. Sure, there could be say a Gyara, but it's still pretty suspect. More to my curiosity, not sure how the concept of using this team only against water works? I mean, I don't know, are you going to only use the team when you've confirmed that the opponent is going to use rain? ._.

    Heracross: Not much I have to say, I mean, if you're really that adamant about keepign Night Slash, go ahead.

  4. .
    [Life Orb]
    [Electrode] (M/F) @ [Life Orb]
    Trait: [Static]
    EVs: [252 SpAtk/252 Speed/4 HP]
    [Nature] Rash/Hasty
    - Thunderbolt
    - Hidden Power[Ice]/Hidden Power[Grass]
    - Explosion/Taunt
    - Volt Switch

    [One looks at Electrode, seeing 80 base Special Attack and 140 base speed. naturally, they focus on Speed, dismissing an offensive oriented set as viable. However, it is that exceptional speed, that gives LO Electrode its niche. To beef up that piddly SpAtk, a +SpAtk nature is preferred, though +Speed is not unviable. Thunderbolt and your Hidden Power of choice are your main offense; your movepool is less than spectacular. Volt Siwtch is a useful move that lets you scout and get finishing blows quite nicely. However, beware of Ground types. Next, Taunt is a great disruption, however you are frail that even some walls may be able to hurt you with offensive moves. Explosion's severe nerf is quite disheartening to users of the move, but the suicidal boom is still usable on Electrode, especially boosted by Life Orb. Note that if you do not use it, you can switch to Modest or Timid instead. All of Electrode's abilities are unspectacular; however the potential for paralysis leads me to choose Static.]
  5. the crusade continues

    [CB]
    [Kingler] (M/F) @ [Choice Band]
    Trait: [Sheer Force]
    EVs: [252 Atk/252 Speed/4 HP]
    [Nature] Jolly/Adamant
    - Crabhammer
    - Brick Break
    - Return
    - Rock Slide

    [Do I even need to explain? Oh yeah, I do because posting sets with 1 sentence for explanation is bad ^_^. Basically, it's your standard Choice banded attacker, relying heavily on prediction. Kingler's offensive options are admittedly less than spectacular, asides from the moves here, there's what, X-Scissor? For some reason, it doesn't even get Waterfall; while rabhammer is much stronger the acccuracy may be a turnoff. Nevertheless, it is quite powerful, especially if you tun Adamant. however, Jolly is recommended for the speed boost. Also, don't hope to get lucky flinches, as you're trading it off with Sheer Force for moar power. To be honest, Kingler is a mediocre Pokemon, you won't get much from it more than a lucky KO or two, and some creativity points(not that I advocate creativity for the sake of creativity). I mean, look at that Special Defense. Good luck taking special Electric and Grass moves with any kind of power behind them. At least it's Defense is pretty good.]
  6. ^care to put some more explanation?


    [Stall Hypno]
    [Hypno] (M/F) @ [Leftovers]
    Trait: [Insomnia]
    EVs: [252 HP/252 SpDef/4 Def]
    [Nature] Careful
    - Thunder Wave/Toxic/Hypnosis/Seismic Toss
    - Thunder Wave/Toxic/Hypnosis/Seismic Toss
    - Wish
    - Protect
    [One familiar with stalling won't be too surprised by this set. Toxic, Thunder Wave, and Hypnosis are all powerful CC- I mean status effects. Pick them according to your team's needs. Seismic lets you churn out consistent damage, kinda like a Blissey. Wish/Protect is a pretty standard combo, and the reason you're running max HP EVs. Aside from that, remember that your Special Defense is through the roof between natural and EVs. Hypno also has some other options, such as Trick Room and Psychic; you may wish to experiment by dropping Protect, or one of the optional moves. Of course, if you're using Trick Room remember to make your Speed IV 0 and have a -speed nature.]
  7. It's really a shame I couldn't find this thread using the search function :C
    Y U BELOW 4 LETTERS MUK


    [I'm a Very Special Wall]
    [Muk] (M/F) @ [Black Sludge]
    Trait: [Sticky Hold]
    EVs: [252 HP/4 Def/252 SpDef]
    [Nature] Careful
    - Toxic
    - Fire Blast
    - Rest
    - Sleep Talk/Stockpile/Taunt

    [As anyone who is familiar with Muk may know, he is a great Special Defensive juggernaut, with a large health pool to boot. This set capitalizes on that bulkiness, functioning as a Toxic staller. Fire Blast hits those pesky steels that are immune to your Toxic, but Poison types prove annoying. Rest is a great recuperation move that works with Sleep Talk in the classic combo, letting you use moves without draining PP of your precious Fire Blast.. However, Taunt functions to shut down walls, and Stockpile can make you amazing. However, a nice fat poison type can sit in your way even if you're Stockpiled, and force you to stall war or switch. For EVs, I have optimized him for Specially Defensiveness, though you may make him more of a mixed tank with Defense. Also, Special Attack investment for the sake of a stronger Fire Blast is viable.]
  8. [Sub, Punch, ???, Profit]
    [Poliwrath] (M/F) @ [Leftovers]
    Trait: [Water Absorb]
    EVs: [252 Atk/252 HP/4 Speed]
    [Nature] Adamant
    - Substitute
    - Focus Punch
    - Waterfall/Ice Punch/Encore/Bulk Up
    - Waterfall/Ice Punch/Encore/Bulk Up

    [You've got some options here. The namsakes of the set, Substitute and Focus Punch, are the central moves. Beyond that, Waterfall is a powerful STAB with good neutral coverage, while Ice Punch is weaker but has better super effective coverage. Encore is a fantastic move that can let you set up; however to use it efficiently you may have to sacrifice power or bulkyness EVs for some Speed. Finally, Bulk Up is an interesting option, however it is situational to such walls that rely on status to cripple you. I can't really say much about how to use the set; use Substitute to block a status move is ideal. Just beware of such moves like Encore that go through Sub.]
  9. ^gee, that doesn't pair striking resemblance to Allan's set at all


    [Crit Moar Pl0x]
    [Primeape] (M/F) @ [Salac Berry]
    Trait: [Anger Point]
    EVs: [252 Atk/4 Hp/252 Speed]
    [Nature] Adamant/Jolly
    - Close Combat
    - Stone Edge/Rock Slide
    - Substitute
    - U-Turn/ThunderPunch

    [Anger Point is a nifty ability. A free Belly Drum just from being critted is a great concept, though hard to use practically. Sub DOES work with Anger Point, thus is the aim of this set. Ideally, you will be against a Pokemon that cannot OHKO your Sub, providing maximum chances of being critted. Close Combat is a no brainer, your main offense. Its complement will be a rock move, you can choose more accuracy or power. Finally, U-Turn lets you get out while scouting before you want to commit to your combination. However, ThunderPunch is a decent coverage and no-miss move. Note that U-Turn is also useful for bluffing choice items. Finally, I'll come to the topic of natures. Salac Berry will allow you to become quite fast at 25%, hopefully when you'll have your +6. However, Jolly is better for allowing you to Sub Down prior to that, and beat out some scarfers with it. Adamant on the other hand lets you hit much harder even if you don't pull it off. Simply put, Jolly is better if your plan is to make it happen, while Adamant is better backup for if you fail, and Adamant Salac Berry can be surprisingly powerful late game cleanup.]
  10. I like how every other set has like 1 line of description >_>
    *refers to postin guidelines thread*
    Anyhow,


    [#1 Kitty(scarf)]
    [Persian] (M/F) @ [Choice Scarf]
    Trait: [Limber]
    EVs: [252 Atk/4HP/252 Speed]
    [Nature] Adamant/Jolly
    - Switcharoo
    - U-Turn
    - Taunt
    - Fake Out/Return

    [Quite an efficient lead in lower tiers; of course there's no reason you can't use a different lead and still have this on your team. The premise is simple; give a Choice Scarf to one who doesn't want it, and generally be a bitch, by taunting less offensive Pokemon, and U-Turning in and out. Fake Out has potential for the annoyance factor; however a scarfed Fake Out is obviously stupid, so you'll have to Trick your scarf away, then Fake out later. Return(or Frustration I suppose) is a solid STAB move, however your attack is still mediocre at best. Definitely a good choice though. Other options of noteworthyness are a Choice Band in substitution for Scarf, though you'll have to be careful of physical Pokemon, and Hypnosis, which is powerful but has pathetic accuracy.]
  11. Spore > Dig on Parasect? Spore is such an amazingly stupid move, while Dig is slow, predictable, and not even that strong.

    Also, Bug Bite > Night Slash on Scizor. Night Slash is terribly situational; Bug Bite hits most Psychics harder(or all, too lazy to check) and Bullet Punch's STAB Technician is more than enough for Ghosts. Also, I'd recommend dropping Speed EVs and switching to Adamant; your speed is decent at best either way, and Bullet Punch's priority is so much better with that extra punch. And if it is Triples(idk, is it?) Swords Dancing only makes you a big target; the speed won't really help that much.

    Why HP Electric on Yanmega? HP Fire would be better to hit Steels and such, or Ice for dragons. But Electric is pretty meh.

    Finally, I'd recommend Megahorn(or hell, even X-Scissor) on Hera over Night Slash; unSTABed Night Slash is honestly just pitiful.

  12. [Growing Shroomz with Rain]
    [Parasect] (M/F) @ [Leftovers]
    Trait: [Dry Skin]
    EVs: [252 HP/172 Def/80 SpDef/4 Spd]
    [Nature] Careful/Adamant/Impish
    - Leech Seed
    - Substitute
    - Spore
    - Aromatherapy/X-Scissor/Protect

    [The advent of Drizzle Politoed has made Dry Skin Parasect quite interesting. While its weakness to fire is needlessly amplified, it provides amazing constant regeneration, and Dry Skin's water absorb effect remains. This set fully takes advantage of Dry Skin with rain, using the Subseed strategy, as well as Parasect's most amazing weapon, Spore. It is ideal to use Parasect's resistances(and one immunity now), against a Pokemon you know cannot inflict heavy damage to you, to switch in safely. From there you can set up using Leech Seed and Substitute, as well as Spore. Your final move slot will allow you to do some damage with a STABed X-Scissor, further your stall with Protect, orcleanse your team with Aromatherapy. X-Scissor is also notable for being super effective against the pesky grass types that will ruin your seed, so keep that in mind when making your move selection.]
  13. [U riek stall?]
    [Vileplume] (M/F) @ [Black Sludge]
    Trait: [Effect Spore]
    EVs: [252 HP/ 4 Spd/252 Def or 252 SpDef]
    [Nature] Bold/Calm
    - Sleep Powder
    - Leech Seed
    - Hidden Power[Fire]/Hidden Power[Ice]/Aromatherapy
    - Giga Drain/Aromatherapy

    [Vileplume is in an interesting position. Like many other grass types, it received a nice buff with Drought Ninetales, bearing Chlorophyll. However, as you can see by looking at the moveset, this is not a sun sweeper, but more of an old school stall/utility Pokemon. If you played NU in 4th Generation you might have some experience with this type of set. Sleep Powder and Leech Seed form the core of the set, Sleep being an incredibly powerful mechanic, and Leech Seed being perfect for a tanky Pokemon such as this, will suffice quite well in lower tier play. The set lacks Special Attack investment, however either Hidden Power, and Giga Drain can do some heavy damage when super effective. Of course, you can also tweak the EVs to add some offensive power, or speed. Finally, Aromatherapy is a very useful move that will heal all status from your team; just beware that your offensive options are limited if you select it.]
  14. gogogo before Ame gets here :C


    [I HERD U LIEK SCREENZ BRO]
    [Wigglytuff] (M/F) @ [Light Clay/Leftovers]
    Trait: [Cute Charm]
    EVs: [252 HP/252 Def/4SpDef OR 252 HP/252 SpDef/4 Def OR 4 HP/ 252 Def/ 252SpDef]
    [Nature] Calm/Impish
    - Reflect
    - Light Screen
    - Thunder Wave/Stealth Rock/Seismic Toss/Wish
    - Thunder Wave/Stealth Rock/Seismic Toss/Wish

    [Wigglytuff admittedly is not an exceptional Pokemon. Clefable is quite noticably better in contrast, thus regulating Wigglytuff to use only in lower tiers. However, like Clefable, it has a very nice cast of supporting moves. This set focuses on using Dual Screens, Reflect and Light Screen. As they are the focus of this set, they are obviously included. Light Clay can be used to extend the duration, or the classic Leftovers will give you more survivability. Entirely up to you. Then, you are left with a nice forte of other moves. WIsh is quite an efficient move, and HP EVs will greatly strengthen it. However, if you do not select it doing without HP Evs is an option. Either way, you can go Def or SpDef to supplement your team's needs, in both EVs and nature. Thunder Wave is a spectacular supportive move, crippling many Pokemon. Stealth Rock is obviously a must for any team; if you lack it Wigglytuff can do it. Seismic Toss is viable for some damage, however not particularly useful IMO. It is anti-Taunt though.]
  15. I'm baaaaaaaaaaaaaack

    [Special Offensive Hazards]
    [Nidoqueen] (M/F) @ [Black Sludge]
    Trait: [Sheer Force]
    EVs: [252 HP/252 Sp Atk. 4 Speed]
    [Nature] Modest
    - Ice Beam
    - Fire Blast
    - Stealth Rock/Toxic Spikes/Earth Power
    - Stealth Rock/Toxic Spikes/Earth Power

    [Nice and simple. EVs give you some punch, with some health to take some punishment. Nidoqueen is chosen over its male counterpart here because it's more naturally bulky, so while we're not as powerful we are still nice and tanky with only the HP EVs. For moves, Ice Beam is quite possibly one of the best offensive moves in existence; great power, type coverage, perfect accuracy, and a small chance to freeze even(though not on this specific set)! Fire Blast is chosen over Flamethrower because we want it to hit such defensive targets as Ferrothorn and Skarmory, thus we want the maximum power. Finally, you have a choice of hazards depending on your team's needs, or a solid STAB move in Earth Power. Also note that Sheer Force does boost the power of all the offensive moves on this set; although it negates the bonus effect potential.]
  16. if want anti-fire ferrothorn wynaut make ferrothorn more physically defensive than specially, as with fire weakened they're mor elikely to use fighting moves, which are mostly physical?

    also, any backup; against taunt? :I Since you know, bronzong is like a magnet. A taunt magnet...

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