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Zen

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So, I was thinking of how to further abuse the flying type, and decided that mere Tailwind in triples was getting boring :P When thinking, I decided that the team leads ought to be capable of shutting down the opponents' weather, and so Chlorophyll seemed like a decent mode of action.

Which is how the following team came to be:

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Tropius (M) @ Yache Berry

Trait: Chlorophyll

EVs: 52 Def / 252 SAtk / 28 SDef / 172 Spd

Modest Nature (+SAtk, -Atk)

- Air Slash

- SolarBeam

- Hidden Power [ice]

- Sunny Day

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Charizard (F) @ Lum Berry

Trait: Solar Power

EVs: 84 Atk / 124 Def / 156 SDef / 144 Spd

Adamant Nature (+Atk, -SAtk)

- Flare Blitz

- Earthquake

- Dragon Claw

- Dragon Dance

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Jumpluff (M) @ Focus Sash

Trait: Chlorophyll

EVs: 76 Def / 252 SAtk / 176 Spd

Modest Nature (+SAtk, -Atk)

- Giga Drain

- Hidden Power [Fire]

- Sleep Powder

- Sunny Day

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Staraptor (M) @ Life Orb

Trait: Intimidate

EVs: 128 Atk / 16 Def / 112 SDef / 252 Spd

Careful Nature (+SDef, -SAtk)

- Brave Bird

- Close Combat

- U-turn

- Roost

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Pauline (Skarmory) (F) @ Lum Berry

Trait: Sturdy

EVs: 252 Atk / 252 SDef

Careful Nature (+SDef, -SAtk)

- Drill Peck

- Rock Slide

- Tailwind

- Roost

---

Jack (Salamence) (M) @ Yache Berry

Trait: Intimidate

EVs: 96 Atk / 136 Def / 128 SDef / 148 Spd

Jolly Nature (+Spd, -SAtk)

- Dragon Claw

- Earthquake

- Rock Slide

- Fire Fang

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Basically, it's a triples concept that is almost consisting of two separate teams. The first three form a Sun-based line-up that can dish out some decent damage, and of course nullifying all weather aside from Sun itself.

Tropius and charizard will provide the bulk of the firepower, and jumpluff annoys the opposition by triggering Sunny Day and Sleep Powder if possible. If against a rain team, tropius could demolish the opposition via Solarbeam/Air Slash, whereas charizard just goes for the big dirty and shakes the hell out of them with EQ (considering the number of scizor/ferrothorn/forretress I see in Rain, she's also a decent sweeper if the Sun goes up).

Against Sand teams, tropius again can punish them with Solarbeam/HP Ice. Jumpluff could even dent an excadrill badly with HP Fire in preparation for the EQ from charizard, if the Sun goes up. For Hail teams, they are quite simply screwed if my Sun goes up - all three of the opening line-up are quite capable of beating down ice pokemon if they get the jump on them.

Now, the second half of the team is meant to come in late, if it comes in at all. Why staraptor and salamence, you may ask? Surely dragonite beats salamence?

The answer lies in Intimidate. Assuming that the opening line has done its work and handicapped the opposition to an extent, those two reduce the enemies' offensive ability merely by being sent out. Skarmory is a bitch as always that sets up the Tailwind to allow staraptor/salamence to rampage on their opponents.

Regarding weaknesses, ice is the main problem, but between the Sash and Yache Berries, things ought to be manageable. Rocks are also a pain, but barring TR, they aren't likely to be outspeeding the birdies. No gliscor since that would have only increased the ice weakness. Electric pokemon are also a concern, but it all then breaks down into a question of speed - the amount of damage that can be dealt out by the team pretty much ends them if they don't go first.

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Not too bad, the issues you already outlined aside, however, to take another leaf out of Heather's book, you might run Mandibuzz over Skarmory. Two reasons:

1- It's specially bulky as well, unlike Skarmory who's mainly a physical wall. Whereas you've already got two intimidates to shut down physical attackers, Special ones can still be a threat.

2- Snarl. Attacks; reduces Sp. Atk. What they don't tell you is that it affects all enemies. You can thereby shut down both forms of offensive between Intimidate and Snarl.

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