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Rasen's unoriginal 6th gen teams


RasenShot

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First of all, these teams were in my X cartridge, but unfortunately, my 3DS (along with my game) got stolen... so I don't have them anymore... But hopefully with pokemon bank, I can migrate a new team through White. Thanks for having the time to read this and hope to be on the right track on competitive c: Ok, let's get started then.


Double Mega Trouble



Charizard
Nature: Adamant
Item: CharizarditeX
Ability: Blaze/Tough Claws
EVs: 252 Atk/252 Spe/4 Def
Moveset:
-Outrage
-Flare Blitz
-Dragon Dance
-Earthquake
Overview:
I made this set with Dragon Dance Salamence in mind, since the movepool is essentialy the same as it. Max speed and attack let it ripe through almost anything with a single boost of DD. It is preferably a lead (but couldn't use it as one) because SR can't damage it in the first turn, so no residual damage for it.

Mamoswine
Nature: Jolly
Item: Chople Berry
Ability: Thick Fat
EVs: 252 Atk/252 Spe/4 Def
Moveset:
-Icicle Crash
-Earthquake
-Stealth Rock
-Ice Shard
Overview:
Essentially a physical attacker set, but with stealth rock. I used it as a lead all the time, since it forced switchs right of the bat, and good coverage with STAB moves and priority. Chople berry is to pseudo-tank a super effective fighting type move and hopefully KO next turn.

Tentacruel
Nature: Timid
Item: Black Sludge
Ability: Clear Body
EVs: 248 HP/244 Def/16 Spe
Moveset:
-Scald
-Toxic
-Rapid Spin
-Protect
Overview:
Two words, stall everything. With the EV spread, it can tank both physical and special attacks equally good, and with double status inducing moves (including one with STAB), rapid spin to get those annoying rocks out of the way, and protect to recover some damage with Black Sludge, Tentacruel hasn't let me down since I started to use it.

Rotom-W
Nature: Modest
Item: Leftovers
Ability: Levitate
EVs: 232 HP/56 SpA/220 Spe
Moveset:
-Hydro Pump
-Volt Switch
-Hidden Power (Ice)
-Will-O-Wisp
Overview:
While being bulky and hard-hitting at the same time, I found that this Rotom has good synergy with my team since it's immune to ground attacks and resists water. HP ice is for coverage mainly against Garchomps/Salamences/Noiverns, and Will-O-Wisp to cripple physical threats, and even stalling. (although getting HP ice with good IVs was a pain in the arse...)

Aegislash
Nature: Adamant
Item: Life Orb
Ability: Stance Change
EVs: 252 HP/252Atk/4 SpD
Moveset:
-Shadow Sneak
-Swords Dance
-King's Shield
-Sacred Sword
Overview:
This is a pretty common set on Aegislash since it get it's job done, set up first turn while forcing the possible switches or just KS predicting a direct move (if some really fall for it, and they do actually), then Shadow Sneak with +2 or sacred sword for coverage. The EV spread let it live super effective moves (except Parental Bond EQ) and hit hard in retaliation.

Scizor
Nature: Adamant
Item: Scizorite
Ability: Technician/Technician
EVs: 252 HP/40 Atk/216 SpD
Moveset:
- U turn
- Swords Dance
- Roost
- Bullet Punch
Overview:
The reason for the name of the team. Scizor is one bulky bug with this spread, and with the boost that gets it's mega evolution, is even better, with Roost to regain half of his total health and swords dance to set up, is a pretty good Mega Kangaskhan bait if you can predict the sucker punch. With no access to Bug bite, I had to shove U-Turn to get a 'good' bu STAB and switch at he same time.

And now you must think "Why 2 mega pokemon?" well, the reason is simple, Scizor and Charizard are pretty good even without Mega Evolution, and I can mega evolve depending on what I need for the rest of the match.




Sunny Dragon's Den (Sun team)



Charizard
Nature: Timid
Item: CharizarditeY
Ability: Blaze/Drought
EVs: 252 SpA/252 Spe/4 SpD
Moveset:
-Fire Blast
-Air Slash
-SolarBeam
-Focus Blast
Overview:
In addition to the good SpA base Charizard has, mega evolution just gave nukes to him. With drought and the SpA boost, few pokemon tank a neutral hit from MegazardY. It's an awesome lead to any sun team and has good coverage if there's sun on the field, solarbeam for water types, Air slash for any fighting type that comes around, and focus blast for rock types that might counter it.

Donphan
Nature: Impish
Item: Leftovers
Ability: Sturdy
EVs: 252 HP/252 Def/4 Spe
Moveset:
-Earthquake
-Rock Slide
-Rapid Spin
-Ice shard
Overview:
One of the counters to any rock type that hinder MegazardY, due to it's resistance to rock and immunity to electric. While not having access to SR, I had to get another coverage move, and with the Talonflame use at its peak, was acceptable. Ice shard to have priority and startle dragon types, RS for stealth rocks and EQ for the STAB. With sun, it has the potential to resist water type moves and such.

Espeon
Nature: Timid
Item: Light Clay
Ability: Magic Bounce
EVs: 252 HP/4 Def/252 Spe
Moveset:
-Reflect
-Light Screen
-Psychic
-Baton Pass
Overview:
Mainly used as another lead if I see dangerous threats to ZardY. Start with Reflect to boost the low defense Espeon has, and then set up Light screen. Psychic to get a good stab and get to use that high SpA, and baton pass to flee from Pursuits. While being an stardard dual screens set, it is a pretty good support pokemon.

Venusaur
Nature: Modest
Item: Heat Rock
Ability: Chlorophyll
EVs: 252 HP/252 SpA/4 SpD
Moveset:
-Giga Drain
-Sludge Bomb
-Sunny Day
-Sleep Powder
Overview:
This set is like a combination of Megasaur and the standard Chlorophyll set, and it is, but also a support set. bulky enough to tank a powerful hit, put to sleep on a potential switch and set up Sun if getting out drought again is dangerous. While setting up, and with chlorophyll in action, it can act as a pseudo-late game sweeper with double STAB coverage.


Snorlax
Nature: Careful
Item: Leftovers
Ability: Thick Fat
EVs: 144 HP/188 Def/176 SpD
Moveset:
-Body Slam
-Rest
-Sleep Talk
-Crunch
Overview:
With Snorlax is naturally bulky, with the spread given it gets a tank for almost anything (except physical fighting moves), the RestTalk set allows it to regain health while not being a pushover for the rest of the match. Body Slam is for a good stab and a chance to spread paralysis in the enemy and crunch is for any ghost type that wants to predict getting away from a body slam. With Thick Fat, It can tank any ice or fire type that wants to exploit the sun to its advantage.

Dragonite
Nature: Modest
Item: Yache Berry
Ability: MultiScale
EVs: 252 HP/252 SpA/4 SpD
Moveset:
-Draco Meteor
-Flamethrower
-Thunder Wave
-Roost
Overview:
Surprise! A special set on Dragonite has its surprise factor, breaking walls and being bulky with multiscale. Thunder Wave is for spreading paralysis even more and get to roost first and get mutiscale again if it got hit. Draco meteor hits pretty hard too, and with the Yache berry it can survive an Ice type move and attemp to KO in revenge.



Thorny Drops (Rain Team)



Politoed
Nature: Bold
Item: Leftovers
Ability: Drizzle
EVs: 252 HP/ 252 Def/ 4 SpD
Moveset:
-Scald
-Ice Beam
-Toxic
-Protect
Overview:
Being the lead for rain teams for excellence, this set makes Politoed a stalling-offensive wall and support. With Scald and toxic, along with protect, it can stall a lot and annoy the opponent while recovering itself with Leftovers. Ice beam gets great coverage against Gliscor and other leads that are weak to Ice.

Ferrothorn
Nature: Careful
Item: Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP/252 SpD/4 Def
Moveset:
-Leech Seed
-Stealth Rock
-Gyro Ball
-Thunder Wave
Overview:
You won't attack directly a Ferrothorn wouldn't you? and even less if it's holding a rocky helmet. For that reason, a maximized SpD and bulkyness is great for Ferrothorn, since foes tend to attack his weaker Special side. With Stealth Rock, Thunder Wave and Leech Seed, it becomes into an awesome mixed wall. Gyro Ball reamins as his STAB to counter faires and speedy enemies.

Jolteon
Nature: Timid
Item: Insect Plate
Ability: Volt Absorb
EVs: 252 SpA/252 Spe/4 Def
Moveset:
-Thunder
-Volt Switch
-Hidden Power (Bug)
-Shadow Ball
Overview:
At first glance, this set might seem gimmicky, and maybe it is since there's no tutor in X/Y, but with max investment in SpA, at hits hard some of it's checks with HP bug like Tyranitar. A thunder with 100% accuracy on the rain from Jolteon is going to hurt, and if your fear of something, just get out of there with volt switch. Shadow ball is used as a coverage move while the Insect plate boosts the HP power a bit.

Azumarill
Nature: Adamant
Item: Splash Plate
Ability: Huge Power
EVs: 168 HP/252 Atk/4 Def/84 Spe
Moveset:
-Waterfall
-Play Rough
-Superpower
-Return
Overview:
No choice band or Aqua Jet on Azumarill? What am I thinking right? Actually, this set has enough surprise factor to break through a switching pokemon and then get him with anoher move, since I'm not locked in that. Waterfall gets extremely powerful with rain and splash plate, almost as if were a choice banded set, and THAT is what we want our opponent to think since almost every Azumarill runs Choice band, Play Rough works the same as waterfall, as it gets STAB. Superpower and Return are for coverage for steel types and frail grass/poison types respectively. The spread lets it outspeed some slower pokemon that might cripple it.

Toxicroak
Nature: Adamant
Item: Black Sludge
Ability: Dry Skin
EVs: 28 HP/252 Atk/228 Spe
Moveset:
-Drain Punch
-Poison Jab
-Sword Dance
-Sucker Punch
Overview:
This set is like a vampire, sucking life from it's opponent, recovering from the weather AND from it's item. With a SD boost, it gets really dangerous, as it has that unresisted neutral coverage we all know about. Poison Jab remplacing Ice punch was neccesary (due to the lack of tutors...), but it still is a very good option since it hits grass and fairy type hard.

Gyarados
Nature: Jolly
Item: Wakan Berry
Ability: Moxie
EVs: 252 Atk/252 Spe/4 SpD
Moveset:
-Waterfall
-Ice Fang
-Dragon Dance
-Earthquake
Overview:
With moxie and a boos of DD, Gyarados gets very threatening and few things can stop it. Being 4x weak to electric type moves, it gets a wakan berry in order to get a boost and potentially KO the next turn, while gaining attack as it does so. After 2 or 3 moxie boost (after DD of course), it almost unstoppable, since it has Ice fang to have dragon types at bay.



Sandy Swamp (Sandstorm Team)



Tyranitar
Nature: Careful
Item: Expert belt
Ability: Sandstream
EVs: 252 HP/36 Atk/220 SpD
Moveset:
-Stealth Rock
-Crunch
-Earthquake
-Fire Blast
Overview:
The designated lead, for obvious reasons. With the spread, it can tank a non-stab Aura Sphere and set up Stealth Rocks most of the time. The Expert belt let's it hit harder for super-effective moves, Crunch for STAB, Earthquake for coverage and Fire Blast to deal with Ferrothorn leads, Scizor and the occasional Brelooms.

Skarmory
Nature: Impish
Item: Shed Shell
Ability: Sturdy
EVs: 252 HP/224 Def/32 SpD
Moveset:
-Brave Bird
-Spikes
-Whilrwind
-Roost
Overview:
An awesome phisical wall. This set is essentially designed to phaze the opponent with the already set up Stealth Rock, Spikes and Whirlwind, while recovering with Roost while Brave Bird is for pseudo-counter Taunt users. Shed Shell is used instead of Leftovers for the occasional Mega Gengar and the even more occasionals Magnet Pull users.

Gastrodon
Nature: Calm
Item: Leftovers
Ability: Storm Drain
EVs: 240 HP/12 SpA/252 SpD/4 Spe
Moveset:
-Scald
-Toxic
-Recover
-Mirror Coat
Overview:
Bulky as fudge, like seriously. A water type move bait, predicting one let it hit pretty hard at +1, and if switching out clean, it can even survive a special non-STAB grass type move and proceed to OHKO with Mirror Coat. Mirror Coat is pretty useful when tanking a very strong special move, while leftovers, recover and toxic makes it an annoying staller. Finally, Scald can burn a physical threat while having a reliable STAB move.

Reuniclus
Nature: Bold
Item: Life Orb
Ability: Magic Guard
EVs: 252 HP/252 Def/4 SpD
Moveset:
-Psychic
-Calm Mind
-Recover
-Focus Blast
Overview:
Another bulky threat. With a Calm Mind boost, Life Orb (that can't damage it because Magic Guard), and Psychic STAB, It has the power to pseudo sweep even without Trick Room due to it's bulkyness. Recover is to regain health if I don't get 2HKOed, and Focus Blast for coverage against dark and steel types that otherwise can stop Reuniclus on its tracks.

Garchomp
Nature: Jolly
Item: Yache Berry
Ability: Rough Skin
EVs: 252 Atk/252 Spe/4 HP
Moveset:
-Outrage
-Earthquake
-Iron Head
-Swords Dance
Overview:
This powerful sweeper can tear through anything thanks to it's massive attack (even without a boost) and coverage. Max Speed let's it outspeed a lot of things that otherwise OHKO it, and if they use an Ice Shard, the berry might let it live and retaliate with a STAB or with coverage.

Lucario
Nature: Jolly
Item: Lucarionite
Ability: Justified/Adaptability
EVs: 252 Atk/252 Spe/4 HP
Moveset:
-Close Combat
-Bullet Punch
-Swords Dance
-Crunch
Overview:
The Mega of the team. I always wanted to use a Lucario on a competitive team... but with his new mega evolution, there was no reason to not using it. If I predict a dark type move, I can get an almost free boost and swicth-in, then mega evolve next turn with +1 attack boost already. If it lives long enough to use Swords Dance, then it can kill virtually everything. Close Combat hits like an explosion to everything not resisting it, Bullet punch has priority getting STAB and adapability boosts, while Crunch is for psychic and ghots types that might want to counter it.



And that's it, it took a while to write all that... Thanks again for reading and sorry if it was a waste of your time. It'll be awesome to have feedack to make even better teams :D








Edited by RasenShot
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I'll write more here later, but for the Sun team-give charizard Solar Power over Blaze, and add in Ninetails. Run Solarbeam and Weather Ball on venesaur. And...get more fire types. At the moment it's a team that happens to have 2 mons that use sun. That's not really a sun team. [ofc if you don't care about the theme it's an ok team].

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The first team looks nice, but I wouldn't keep two mega stones on the same team (unless you plan on using the first team specifically for doubles or multi). But if you aren't then I see no reason to keep them.I understand you're trying to cover all bases, but if you're using one more than the other, then I feel that someone should have another job on the team.

As for the second team, if you really want a sun team, I would swap Snorlax for Trevenant so that you can take advantage of that harvest ability in the sun with a Sitrus Berry or Chesto Berry, plus the fact that Trevenant is still a special wall makes him a great replacement.

The third team seems like on of those teams that only works for the builder and is unique to how they like to play. I can't really say much about it because I really can't see myself using the same strategies. However if you make it work, more power to you. :P

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Sorry for not posting in a while, was a bit busy.

I'll write more here later, but for the Sun team-give charizard Solar Power over Blaze, and add in Ninetails. Run Solarbeam and Weather Ball on venesaur. And...get more fire types. At the moment it's a team that happens to have 2 mons that use sun. That's not really a sun team. [ofc if you don't care about the theme it's an ok team].

Bold 1: I don't really see the point to give him Solar Power since one of his main popuses is to mega evolve the first turn, getting droght on the battlefiled
Bold 2: MegazardY gets drought, so no point in doing that either. Only if you meant another role for Ninetales...

Bold 3: Since this is on a Cartridge and not on the metagame or PO, I don't have access to it unfortunatelly as weather ball seems a good option, but I decided to run giga drain to get some recovery since I'm not running leftovers or black sludge.

The first team looks nice, but I wouldn't keep two mega stones on the same team (unless you plan on using the first team specifically for doubles or multi). But if you aren't then I see no reason to keep them.I understand you're trying to cover all bases, but if you're using one more than the other, then I feel that someone should have another job on the team.

As for the second team, if you really want a sun team, I would swap Snorlax for Trevenant so that you can take advantage of that harvest ability in the sun with a Sitrus Berry or Chesto Berry, plus the fact that Trevenant is still a special wall makes him a great replacement.

The third team seems like on of those teams that only works for the builder and is unique to how they like to play. I can't really say much about it because I really can't see myself using the same strategies. However if you make it work, more power to you. :P

Bold 1: Yeah you're right, I feel like I use more Mega Scizor than Megazard X, so maybe I should remplace it with a real Salamence.
Bold 2: That's a pretty good idea, thanks! Kinda forgot about Trevenant... And since it has Horn leech for recovery too, it' would be a pretty nice wall.
Bold 3: Actually, it works. Specially the Gyarados set, as I'm playing via Wi-Fi, is pretty powerful since there's no real counter to the moxie Gyara (except maybe for Unaware Quagsire, but it's pretty uncommon to see).

Thanks for the time both of you c:

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You run Solar power charizard in addition to ninetails. Ninetails is your basic sun producer. charizard ohkos stuff with solar power till it runs out, then mega evolves to keep the sun going. And why can't you get weather ball on a carterage? just get an ivysaur from the safari zone and breed it.

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You run Solar power charizard in addition to ninetails. Ninetails is your basic sun producer. charizard ohkos stuff with solar power till it runs out, then mega evolves to keep the sun going. And why can't you get weather ball on a carterage? just get an ivysaur from the safari zone and breed it.

Bold 1: I like the sound of that, and actually, I already have one so maybe I'll try that strategy, while trying to get a timid shiny charmander :v

Bold 2: 1st. It isn't an egg move 2nd. IIRC, that event bulbasaur was released only on Japan, AND only for B2/W2... As I only own the regular White 1.. (and I would't like SAVing/GENing it)

Edited by RasenShot
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