Last edited: 2/7/11
I've revamped my team a lot and I've finally found something near perfect. I still have some questions and considered changes though. They're at the bottom of the post.
Currently pending
dicks (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Toxic
- Seismic Toss
Standard blissey w/ toxic. I find that toxic is usually more useful than stoss to stop dangerous sweepers or walls.
Concerns/considerable changes:
-My first concern with this team is the moveset for gliscor. I'd like to have roost on it, but I'd also like to have SR. Maybe I should drop U-turn for roost? Or maybe it's fine the way it is. I'm not really sure, they both play similarly, but I think roost and SR is more useful.
-The heatran has a slightly unique set. The scarftran set on smogon says to use explosion, but after running it on their for a while, I found it virtually useless. You rarely get to use explosion, and when you do, it does shit damage because it's a special attacker. Dragon pulse works much better since it's actually a considerable option at any point during a game if the opponent is running a dragon. One thing I'm not sure of is to run either HP electric or grass. I think I may switch it to grass seeing that hitting gyarados 4x pretty much the only benefit for HP electric. HP grass hits most water types (besides gyarados) for at least 2x, if not 4x for swampert and lanturn.
-The biggest problem I have with this team is what exactly I should do with starmie. I really like the offensive starmie, but I really need a reliable spinner. So I have leftovers on it to give it some HP recovery. But this makes it much less offensive. I could just stick a life orb on it, but life orb rapid spin is a hefty price to pay to use a spin. I could switch it to the rapid spin set and just make it less offensive, but then I have to rely on shaymin to get off HP ice. Or I could just drop rapid spin, and do the life orb set w/ recover. Or I could just leave it the way it is. Four different possibilities for this starmie, and I'm not sure which to choose.
Known threats:
-Stall teams, obviously. They can be worked around, but you must be very careful.
-IF YOU'RE FACING A STALL TEAM USING ROTOM-F, YOU ARE PROBABLY FUCKED.
-Scizor, especially the choice band technician set. There isn't much physical wall on this team besides machamp and gliscor to take bullet punch, u turn, and superpower. Gliscor is a good counter to a scizor, but can still do considerable damage. Thus it is very critical you keep gliscor alive. And try to get heatran on it, preferably.
I've revamped my team a lot and I've finally found something near perfect. I still have some questions and considered changes though. They're at the bottom of the post.
Ganondorf (Machamp) (M) @ Lum Berry
Ability: No Guard
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Bullet Punch
- Payback
- Thunderpunch
Switched back to my lead machamp. I'm just too good at using this thing to not use it. It's amazing how many people fail to counter it some way or another. ThunderPunch is almost solely for gyarados, seeing that it's commonly switched in on this thing.
Ability: No Guard
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Bullet Punch
- Payback
- Thunderpunch
Switched back to my lead machamp. I'm just too good at using this thing to not use it. It's amazing how many people fail to counter it some way or another. ThunderPunch is almost solely for gyarados, seeing that it's commonly switched in on this thing.
Gliscor (M) @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Roost
- Taunt
- Earthquake
- Stealth Rock
Very important for my offensive team since it has taunt and SR.
Ability: Hyper Cutter
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Roost
- Taunt
- Earthquake
- Stealth Rock
Very important for my offensive team since it has taunt and SR.
Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Flamethrower
- Hidden Power [Grass]
- Dragon Pulse
Scarftran set. Smogon says to use explosion of dragon pulse, but I never even do considerable damage when I use it, and I barely ever used explosion. This set works pretty great, however, I'm forced to use HP electric on shoddy due to IV conflicts.
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Flamethrower
- Hidden Power [Grass]
- Dragon Pulse
Scarftran set. Smogon says to use explosion of dragon pulse, but I never even do considerable damage when I use it, and I barely ever used explosion. This set works pretty great, however, I'm forced to use HP electric on shoddy due to IV conflicts.
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Seed Flare
- Hidden Power [Ice]
- Leech Seed
- Earth Power
Offensive shaymin w/ leech seed for residual damage on walls.
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Seed Flare
- Hidden Power [Ice]
- Leech Seed
- Earth Power
Offensive shaymin w/ leech seed for residual damage on walls.
Currently pending
dicks (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Toxic
- Seismic Toss
Standard blissey w/ toxic. I find that toxic is usually more useful than stoss to stop dangerous sweepers or walls.
Mr Hyde (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Hydro Pump
- Thunderbolt
standard starmie w/ rapid spin.
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Hydro Pump
- Thunderbolt
standard starmie w/ rapid spin.
Concerns/considerable changes:
-My first concern with this team is the moveset for gliscor. I'd like to have roost on it, but I'd also like to have SR. Maybe I should drop U-turn for roost? Or maybe it's fine the way it is. I'm not really sure, they both play similarly, but I think roost and SR is more useful.
-The heatran has a slightly unique set. The scarftran set on smogon says to use explosion, but after running it on their for a while, I found it virtually useless. You rarely get to use explosion, and when you do, it does shit damage because it's a special attacker. Dragon pulse works much better since it's actually a considerable option at any point during a game if the opponent is running a dragon. One thing I'm not sure of is to run either HP electric or grass. I think I may switch it to grass seeing that hitting gyarados 4x pretty much the only benefit for HP electric. HP grass hits most water types (besides gyarados) for at least 2x, if not 4x for swampert and lanturn.
-The biggest problem I have with this team is what exactly I should do with starmie. I really like the offensive starmie, but I really need a reliable spinner. So I have leftovers on it to give it some HP recovery. But this makes it much less offensive. I could just stick a life orb on it, but life orb rapid spin is a hefty price to pay to use a spin. I could switch it to the rapid spin set and just make it less offensive, but then I have to rely on shaymin to get off HP ice. Or I could just drop rapid spin, and do the life orb set w/ recover. Or I could just leave it the way it is. Four different possibilities for this starmie, and I'm not sure which to choose.
Known threats:
-Stall teams, obviously. They can be worked around, but you must be very careful.
-IF YOU'RE FACING A STALL TEAM USING ROTOM-F, YOU ARE PROBABLY FUCKED.
-Scizor, especially the choice band technician set. There isn't much physical wall on this team besides machamp and gliscor to take bullet punch, u turn, and superpower. Gliscor is a good counter to a scizor, but can still do considerable damage. Thus it is very critical you keep gliscor alive. And try to get heatran on it, preferably.