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questions for pokemon team

Discussion in 'Game Help' started by Devilkid32176, Jan 3, 2011.

  1. Devilkid32176

    Devilkid32176 Well-Known Member

    ok, im wanting to do competitive battles and i was thinking of going with a speed/defense team, what would be good starters for this team?
     
  2. insanecrazy07

    insanecrazy07 Well-Known Member

    Starting with the basics:
    Class types: Lead, Sweeper, Tank, Wall, Support, Baton Passer, Staller & Annoyer.

    Lead:
    Preferably something that can outspeed other leads.
    Example: Aerodactyl. Goes in, sets up Stealth Rocks, suicides, or switches. Extremely fast, and most likely will go first.
    Example: Swampert. Goes in, sets up Stealth Rocks, tanks the rest of the fight.
    Example: Anything that taunts to avoid being Stealth Rocked. Preferably fast.

    Sweeper:
    Nine times out of ten, this will be extremely fast, leans towards one side of the offensive spectrum, either physical or special, and most of the times is extremely frail. Some are Mixed sweepers, but lose out on the sheer power if they were to stack all of their EVs into one stat. May also be slower sacrificing Speed EVs in favor of mixing.
    Example: Infernape. Extremely fast, most likely mixed, or has Taunt.
    Example: Things that have offensive stat boosters like Dragon Dance, Calm Mind, Swords Dance. Gyarados. Tyranitar.

    Tank:
    Something that can take a few to several hits without going down. Not as effective as a Wall. Most likely maxes out HP, and some Def or SpD.
    Examples: Suicune (Crocune setup, eventually becomes a Wall after enough Calm Minds have stacked), Dusknoir, Hypno, Snorlax.

    Wall:
    Can almost completely mitigate damage of one type, physical or special.
    Example: Blissey. CRAZY HP, very high SpD, weak to physical attacks.

    Support:
    Anything with Wish, Aromatherapy, etc.

    Baton Passer:
    Anything with Baton Pass with the intent of passing along stat boosts.

    Staller:
    This runs along the lines of Walls and Tanks, meant to stall out an opponent either by Toxic, or running out of PP.

    Annoyer:
    My favorite one. Uses status to simply annoy the opponent.
    Example: Paraflinch. Uses Thunder Wave on turn 1, then uses Air Slash coupled with Serene Grace to double the chance of flinching. Extremely annoying, and potentially a game winner using just the Paraflinch tactic.
    Example: Paraconfuse. Same idea, except with Confuse Ray. Also, extremely annoying.

    Now onto your question.
    To build an effective team, you need Pokemon that work in synergy. A lead that lays down Stealth Rocks is complemented by something that can Roar or Whirlwind the opponent out, breaking Sashes, doing damage and taking a peek at what your opponent has all at the same time.
    A Grass Pokemon is well complemented by something that has Flash Fire.
    A Water type is well complemented by Electivire with its Motor Drive.
    A Baton Passer works great if it can Pass to a Mixed Sweeper with perfect coverage.
    Swiftswimmers do great with Rain Dancers.

    You get the picture.

    I would balance your team between Sweepers and Tanks, and Support or Annoyer if you have room.
    Also, don't use the same damn setups that everyone else uses. One, it's predictable as shit, and two they specifically built counters just for that sort of thing. Go the unconventional way and you'll do nicely.

    If you have to use a Tyraniboah setup, at least use a setup that is uncommon...
     
  3. Devilkid32176

    Devilkid32176 Well-Known Member

    @insanecrazy07:

    wow, didn't know half of the stuff you posted existed o_O as far as i can go, my team consist of these so far:

    Gengar Lv. 50 (Timid nature)
    Hypnosis
    Dream Eater
    Spite
    Nightmare

    Muk Lv. 50 (Jolly Nature)
    Toxic
    Stockpile
    Curse
    Minimize


    since i have been banging my head against the wall trying to figure out a good breed/nature combo to go with these 2 pokes
     
  4. insanecrazy07

    insanecrazy07 Well-Known Member

    http://www.smogon.com/dp/pokemon/gengar
    First set they mention rapes pretty hard. Hidden Power Fire does nicely against Scizor, which every person and their mother uses...
    I know I said not to use cookie-cutter setups, but it's a good place to start. When you have enough real experience (playing against seasoned players) you'll get the feel of what to expect and what you should use to deal with whatever they send out.

    And then you can make up your own setups.

    Muk isn't even worth mentioning. Has crappy 4 moveslot syndrome, crappy STAB, and has far too many threats to deal with. Basically anything Psychic, Steel, Poison, Ground, and Rock can either do massive damage, or switch in safely and then pick it apart from there. Any physical hard hitter will do the job nicely as well.

    Oh, and GOOD LUCK with breeding the right nature and IVs to go with Gengar for Hidden Power Fire. See you 2012 when you get that done.
     
  5. Devilkid32176

    Devilkid32176 Well-Known Member

    oh, ok >__< no wonder i get mowed down in a hurry X_x also thanks for the help and
    if anyone else has a comment on my team setup and stuff, leave a comment here ^__^
     
  6. insanecrazy07

    insanecrazy07 Well-Known Member

    You'll learn eventually. That smogon site is useful for starting out.

    I've mowed down OU teams on PBR using my UU team, mainly just my Milotic. They get SO PISSED.

    I would say look on PBR for random matches, but they're mostly little 8 year olds who think Palkia and Dialga are the only two Pokemon worth playing...

    And yes, I've cleared out some little kid's 6 Dialga team (really only 3 of them) with a Paraflinch setup. I kept Roosting off his Draco Meteors until it wasn't worth Roosting anymore because it did shit damage after repeated uses.
     
  7. Devilkid32176

    Devilkid32176 Well-Known Member

    haha, wow... i have been looking through the site you pointed me too and well, i have found two new ones to my team

    1. swords dance absol
    2. physical wall leafeon

    so what do you think about that??
     
  8. insanecrazy07

    insanecrazy07 Well-Known Member

    Try not picking stuff from the NU/UU tiers.

    Go to the Pokemon section, filter it by Tier, and only look at the OU section.
    When you're a seasoned battler, then try using other tiers like UU and NU (other than Uber)

    My preferred tier is OU, but I like to play UU from time to time.

    For the record, Water types are probably your best defensive strategy, with very few weaknesses, however, it's main weakness is Electric. Most people pack Thunderbolt, but that's just asking for Electivire to be switched in. :D

    Look up Scizor, Gyarados, Suicune, Vaporeon, Tyranitar, Salamence, Swampert, Lucario, Skarmory, Blissey and Togekiss to get you started.
     
  9. Devilkid32176

    Devilkid32176 Well-Known Member

    ok, odd question, what the hell does NU/UU/OU mean, i keep seeing people use these terms but i have not a frigging clue on this, sorry for me being so blunt on question
     
  10. deneel

    deneel Well-Known Member

    nu= never used uu= under used ou= over used
     
  11. Devilkid32176

    Devilkid32176 Well-Known Member

    you mean to tell me, my taste in the ones for a team, come from the never used pile? ok, from what i was reading scizor was in the over used pile alot, so i was just thinking outside of the box
     
  12. insanecrazy07

    insanecrazy07 Well-Known Member

    I've used a few NU in OU play, like Pikachu holding a Light Ball, but it is really situational, and you have to have everything JUST RIGHT to pull it off.

    I already told you about Milotic, which is UU. Very solid in terms of survivability.
     
  13. Zydaline

    Zydaline Well-Known Member

    So while we're on the topic of Pokemon teams...Insane, mind throwing a few tips over? Mine's Milotic, Lucario, Gardevoir, Tyranitar, Houndoom, and Gallade. Chosen for prettiness, really, and most of their moves are special/generic. Like flamethrower/earthquake for Houndoom and Psychic/Thunderbolt/Energy Ball for Gardevoir, crunch/rockslide for Tyranitar, etc.

    I know the Gallade's gotta go (lolvainity) but would like a suggestion as to what.
    I was thinking Scyther, but it doesn't last at all. :\
     
  14. Devilkid32176

    Devilkid32176 Well-Known Member

    i found a milotic setup, well i like anyways :p

    specially defensive milotic

    i like the setup, might work out for me :)
     
  15. insanecrazy07

    insanecrazy07 Well-Known Member

    I would go with Scizor, but then I'd get rid of Lucario since they do pretty much the same thing. Swords Dance + Priority Move.
    As of right now you have two Fighting types, two Dark types, and two Psychics. That's too many shared types. Not to mention that at least 3 are weak against Fighting.

    One Pokemon with a Ghost/Fighting combo can deal super-effective damage on every Pokemon you have except for Milotic. And Ghost/Fighting is the ideal combination.

    And sadly, a sashed Gengar can take out those 5 with Shadow Ball/Focus Blast, and Thunderbolt Milotic twice. Once, for going first, second on breaking the sash. And either way, if you play Milotic first or last, you'll have no way of revenge killing it with Lucario, since ExtremeSpeed doesn't work on Ghosts. You don't have anything fast enough to outspeed a Timid Gengar, or even a Modest one. And again, Extremespeed would have been your saving grace, but it doesn't work on Gengar. Scizor is a better choice, however, most standard Gengar pack Hidden Power Fire these days. Don't forget I have the other 5 Pokemon of mine to wear down your team, apply Stealth Rock, put some nasty statuses on, and set up for the sweep.

    Diversify the types a little more. Which one is your lead/anti-lead?
    I would either get yourself a lead or something that counters a common lead (ahem, anything fast with Taunt).
    No Stealth Rock support, means most of your sweepers will not be able to get into OHKO range when they're played. Stealth Rock may do just a tiny bit of damage, but when a Salamence can do 98% damage, you're going to want that extra 2%. Plus, it breaks Sashes.

    For Tyranitar, pick any of the setups on smogon. They have enough viable ones that it is hard to predict which setup you have. You should be creative enough to the point where someone cannot reliably predict what setup you have just by sending it out. Being overly creative usually loses out on efficiency and versatility.

    Tyranitar and Milotic might not play well together since your Sandstorm defeats the purpose of a tanking Milotic. I do like the synergy of Tyranitar and Lucario, but the synergy is also good with Tyranitar and Scizor. If you're going to keep Milotic, play it within the first three Pokemon, not the last three. Tyranitar and Scizor should be kept hidden until late in the match and you should take out any Tyranitar and Scizor counters.

    Find yourself a lead or anti lead, dedicate it to the first slot, and then find two others that have synergy going. Second slot should have something that can be switched in safely, to replace the Lead. Lead should now double as either a sweeper or tank depending on what you choose. Third slot should be the opposite of what your Lead was, just to balance out Sweepers and Tanks. Milotic will be 4th, then 5th and 6th are Tyranitar and Scizor.

    Take all of your major threats for your tier, and conquer each one using just 6 Pokemon. That is how a team is created. Try to pick from the OU tier. UU and lower really isn't recommended unless you know what you're doing.

    I'll make up a team for you real quick. The setup might actually suck in practice, but it will work for what I'm trying to show you.

    Lead:
    Swampert, Stealth Rocks. Switches after that's done or tanks. Most likely switches.

    Second:
    Bulky Gyarados, able to take a hit if Swampert needs switching. Sets up Dragon Dance and attempts a sweep. Will most likely get KOed or forced out. Perfect opportunity to set up if the opponent switches. Can lure out potential threats. If you see an electric attack coming, switch back to Swampert.

    Third:
    Infernape, Flamethrower, Close Combat and Grass Knot. Perfect if you predict a Grass hit coming when you have Swampert out. Extremely frail, should be used to keep the opponent on their toes. Forces switches sometimes.

    Fourth:
    Milotic, decent staller, has access to Hidden Power Electric or Grass. Take your pick.

    Fifth:
    Tyranitar, sets up Sandstorm, Substitutes and attempts a Special sweep.

    Sixth:
    Scizor, cleans up the remaining Pokemon with Bullet Punch. Can Swords Dance prior to that if given enough time, and can Roost off damage.

    I know I have 3 water types here, but they are all affected by different amounts of weaknesses. Gyarados has x4 Electric, but Swampert has x4 Grass, x0 Electric, and Milotic is x2 both Electric and Grass. Either way, they're all non Fire friendly, and perfect for clearing out Fire types, or Fire users by the time Scizor is played.
     
  16. Zydaline

    Zydaline Well-Known Member

    Alright then, will take your advice. Time to rebuild the team.
     
  17. Devilkid32176

    Devilkid32176 Well-Known Member

    @ insane & Zydaline:

    i would like your opinion on the group based from insane's advice ^__^ its very word heavy since most is from the smogon creator :p so here it is:

    Swampert
    Level: 100
    Item: Leftovers
    Nature: Relaxed
    Moves: Stealth Rock
    Earthquake
    Ice Beam
    Roar/Protect/Surf
    EV's: 248 HP/212 Def/48 SpD

    Additional info:
    Thanks to his good typing, decent attacking stats, high Defense, and access to Stealth Rock, Swampert makes both a great lead and an exceptional mid-game defensive Pokemon. He is capable of taking on many popular threats, such as Tyranitar, with ease, and can serve as a great defensive pivot.

    Swampert is an exceptional Stealth Rock user. With his high Defense and resistances to popular attacking types like Rock and Fire, he finds plenty of opportunities to set up Stealth Rock. Earthquake is used in the second moveslot as it is Swampert's best STAB move, hitting anyone who doesn't resist it for a decent chunk of damage. Ice Beam is used in the third moveslot to enable Swampert to OHKO Flygon, Gliscor, and Dragonite switch-ins after Stealth Rock damage. It also allows him to hit Grass-type switch-ins, such as Shaymin, for super effective damage, though Swampert must switch out on the next turn. There are several viable options that Swampert can use in the final moveslot. Roar is the primary option as it can be used to scout the opposing team, as well as rack up residual damage from Stealth Rock. Protect can be used as a scouting move, and can also aid Swampert in blocking Explosion from Metagross and Azelf leads; it also gives Swampert an extra turn to recover health with Leftovers. Surf can be used if you'd like a secondary STAB option for Swampert to use, though you lose out on some of Swampert's defensive utility if you choose not to use a support move in the fourth moveslot.

    As far as other options go, Swampert has a few choices. Stone Edge can be used in place of Ice Beam as it allows Swampert to dish out respectable damage to Gyarados switch-ins while still dealing healthy damage to Dragonite. Toxic can be used in the final moveslot to spread around status and support the team better, but in terms of team support, the options that are already listed above are usually the superior choices.

    The Defense EVs on this set grant Swampert exceptional physical bulk, letting him take most resisted and neutral physical attacks with ease. 248 HP EVs give Swampert more all-around bulk, and 48 Special Defense EVs are used to allow Swampert to take neutral and resisted special attacks, such as Dragonite's Draco Meteor and Heatran's Fire Blast, more easily. An alternate EV spread of 252 HP / 252 Def / 4 SpA can be used to maximize Swampert's physical bulk, but leaves him more vulnerable to special attacks, which often makes it an inferior spread.

    Seeing as Swampert can be successfully used on almost any type of team, he has many viable teammates. Pokemon such as Scizor and Heatran can be used to compensate for his unfortunate 4x weakness to Grass-type moves. Both of the aforementioned teammates can take on Celebi and Shaymin, two of the biggest threats to Swampert, though they must watch out for Hidden Power Fire and Earth Power, respectively. On more defensive teams, Blissey makes a wonderful teammate for Swampert, as she can sponge special attacks that could otherwise spell doom for the mud fish Pokemon. She can also pass Wish to Swampert, keeping his health high; seeing as Swampert has no instant recovery move to work with, Wish support can be a tremendous blessing. Mixed Dragonite and Infernape can take advantage of the Stealth Rock that Swampert sets up by forcing the opponent to switch through offensive pressure, which hurts the opposing team and gives your team offensive momentum.


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    GyaraDos
    Level: 100
    Item: Leftovers
    Nature: Adamant
    Moves: Dragon Dance
    Taunt
    Waterfall
    Stone Edge/Bounce
    EV's: 156 HP/72 Atk/96 Def/184 Spe

    Additional Info:
    This set sacrifices offensive power and Speed for the ability to use its typing and defenses to set up on the likes of Heatran, Infernape, Lucario, and Scizor. Stone Edge is the main option for a secondary attack, for heavily damaging other Gyarados, Dragonite, and Zapdos. Water / Rock is also only resisted by Breloom and Empoleon in OU. The combination of Waterfall and Bounce, however, is only resisted by Empoleon and Lanturn. It also has the merit of an extra turn of Leftovers recovery, and the 30% paralysis chance is extremely useful for most teams. Other options include Return and Earthquake. Return hits most Pokémon who resist Water for neutral damage, and the combo is only resisted by Empoleon and Shedinja. Earthquake can help Gyarados deal with Magnezone and Empoleon, but it leaves it at the mercy of set-up by Pokémon like Dragonite. Taunt allows Gyarados to have a better fighting chance against Skarmory and Celebi. Skarmory will be unable to Whirlwind Gyarados out, while Gyarados sets up on the helpless Skarmory. Celebi will be unable to paralyze Gyarados, and Bounce severely weakens it.

    The EVs balance between offense and defense. 156 HP EVs lets Gyarados survive two Life Orb Heatran's Fire Blasts after Stealth Rock. 96 Defense EVs allows Gyarados to avoid a 2HKO by Quick Attack by Choice Band Scizor. 184 EVs in Speed means Gyarados will outspeed Choice Scarf Tyranitar and +Speed base 115s after a Dragon Dance. The rest are put into Attack. There are some alternate EV spreads to consider for different reasons, however. 152 HP / 176 Atk / 36 Def / 144 Spe gives Gyarados the power to OHKO Zapdos with Stone Edge, while still being able to handle Lucario when needed. 152 HP / 168 Def / 188 Spe sacrifices power for the ability to better handle the likes of Heracross and still take down frail foes like Gengar.

    This set will work significantly better by packing an anti-Stealth Rock lead on your team. Choice Scarf Jirachi is fairly reliable at stopping Aerodactyl, Azelf, and Mamoswine leads, making it a great partner for Bulky Gyarados. Gyarados also resists all of Jirachi's weaknesses. Other leads, such as Taunt / Stealth Rock Aerodactyl or Azelf, can accomplish the same task while supporting Gyarados with Stealth Rock. Aerodactyl's higher Speed can come in use though due to Azelf being the most common lead. A Rapid Spinner, such as Forretress or Starmie, can be useful, though most Rapid Spinners share the common counter of Rotom-A with Gyarados.

    Bulky Gyarados is a great lure for Electric- and Rock-type attacks, as well as bulky status-inducing counters. Gyarados can beat the latter with Taunt, but not the former, so packing Pokémon who can set up on Rock- and Electric-type attacks is recommended. Ground-type attackers like Flygon and Dugtrio are ideal as they resist both; while Gliscor may not resist Rock-type attacks, it has the Defense to take those hits well. Electric-type attacks can often be set up on by Jolteon or Electivire (the latter forming the infamous "GyaraVire" combo), and Rock-type attacks by Lucario or Metagross.

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    Infernape
    Level: 100
    Item: Life Orb
    Nature: Timid
    Moves: Nasty Plot
    Fire Blast/Flamethrower
    Focus Blast/Close Combat
    Grass Knot/Vacuum Wave
    EV's: 252 SpA/4 SpD/252 Spe

    Additional Info:
    Infernape's versatility and wide movepool allow it to be a constant threat. This set utilizes Infernape's access to the move Nasty Plot, which doubles its Special Attack stat, and allows it to make the most of its two 120 Base Power STAB attacks. The basis of this set is to use Infernape's ability to force a switch and set up on the free turn. After a Nasty Plot, Infernape has two extremely powerful STAB attacks at its disposal in Fire Blast and Focus Blast. They both have a massive 120 Base Power, but have shaky accuracy at 85% and 70%, respectively. With a Nasty Plot under its belt, Infernape has a chance of OHKOing Gyarados with Fire Blast after it has taken Stealth Rock damage. The last move is up to personal preference, as they both have their own advantages and disadvantages. Vacuum Wave is a STAB attack that can give you priority against Choice Scarf Pokemon, such as Heatran and Tyranitar and enemy priority users like Lucario. On the other hand, Grass Knot gives you a reliable way to deal with bulky Water-type Pokemon, such as Swampert, Suicune, and Vaporeon, as opposed to relying the inaccurate Focus Blast or an unboosted Close Combat.

    If the poor accuracy of Fire Blast and Focus Blast are unfavorable to you, there is always the option of using Flamethrower and Close Combat. Flamethrower is an 100% accurate Fire-type move that comes at the cost of only having 95 Base Power. The lack of damage that this move deals can be made up for with it having the guaranteed hit, but you will miss out on some OHKOs such as against Gyarados. Close Combat is also an option over Focus Blast that can deal with special walls like Blissey and Snorlax. If you opt for Close Combat, be sure to change the nature to Naive. With it, you will do a minimum of 104% on the standard 24 HP / 252 Def Calm Blissey; beware though, as you will lose the ability to hit bulky Water-type Pokemon unless you opt for Grass Knot as the third choice. However, if you opt for Grass Knot, you lose the ability to OHKO Choice Scarf Tyranitar, Choice Scarf Heatran, and Lucario, all of whom will jump at the opportunity to ruin a sweep.

    Starmie can use its typing and relative bulk to stop this set in its tracks. It has the Speed to outpace Infernape, and has access to Water-type attacks that can OHKO Infernape with ease. To make things worse, Starmie has access to reliable recovery in the form of Recover. For the above reasons, Starmie makes a solid check to Nasty Plot Infernape. It is recommended that you couple Infernape with a sturdy Pokemon capable of using Pursuit, such as Tyranitar, Scizor, Snorlax, or Metagross. Rapid Spin support is also never a bad thing to have as Life Orb recoil, entry hazards, and the ever-present sandstorm can really take their toll on Infernape's health.

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    Milotic
    Level: 100
    Item: Leftovers
    Ability: Marvel Scale
    Nature: Calm
    Moveset: Surf
    Toxic
    Ice Beam/Hidden Power(grass)/Haze
    Recover
    EV's: 252 HP/192 Def/56 SpD/8 Spe

    Additional Info:
    This set is focused to make great use of Milotic's special bulk, giving it the role of Toxic staller or Hazer. Surf gives Milotic a reliable STAB move and allows Milotic to do a significant amount of damage to those that don't resist it, thanks to Milotic's decent Special Attack stat. Toxic allows Milotic to inflict status on fellow bulky Water-types who might otherwise be troublesome for the team and forces offensive teams to keep switching out, thereby racking up passive damage. In the third slot, any of the three listed moves are effective depending on Milotic's teammates. For example, a team lacking a Hazer/Phazer and no reliable way to get rid of bulky set up sweepers will certainly benefit from Haze on Milotic. Ice Beam can prove useful if your team has problems with Grass-types such as Venusaur and Sceptile; with the correct prediction Milotic can inflict great damage to the opponent's Grass-type pokemon. Ice Beam can also be used to pick off weakened sweepers that are immune to or resist Surf, such as Toxicroak and Ludicolo. Hidden Power Grass can be used if you like to get rid of annoying entry hazard setup Pokemon such as the Rock/Water type brothers, Omastar and Kabutops, though it is worth noting that this move will be more effective on a more offensive Milotic spread.

    Milotic can definitely benefit from the use of Hidden Power Psychic to hit Toxicroak and it's newly introduced cousin Heracross, who could prove dangerous if it sets up on Milotic's switch and you lack necessary counters. Although it seems quite unnecessary, Hypnosis may be used instead of Haze to give Milotic double status, automatically hindering 1/3 of the opponent's team. Mirror Coat can come in extremely handy at times, especially in late-game scenarios where the last Pokemon can threaten to sweep your team. Milotic can take almost any unboosted super effective special attack and use Mirror Coat for a guaranteed OHKO. Mirror Coat coupled with Toxic puts the opponent's Pokemon on a timer, forcing it to either switch or attack, so Haze is not necessarily needed.

    Milotic can be used as an effective Toxic staller or Phazer due to its sheer natural bulk. This set's primary focus is to allow Milotic to Toxic stall other bulky Pokemon such as Milotic, Blastoise, Slowbro, Slowking and even Lanturn. Combined with Haze Milotic can easily win stall wars against other tanks that don't have access to Toxic, as well as defeating many of the common UU sweepers such as Dragon Dance Feraligatr, Bulk Up Hitmontop and Dragon Dance Altaria. Milotic's great defenses on both sides allow it to take all sorts of hits, especially from notorious special sweepers.

    Milotic enjoys having bulky Grass-type Pokemon on its team, such as Venusaur and Tangrowth, who can absorb almost all the attacks that threaten Milotic. Weezing and Donphan are great allies as they can come in on hard hitting physical sweepers such as Rhyperior and Aggron and hit back with Will-O-Wisp and Earthquake respectively.

    Any bulky Pokemon that has recovery as well as status healing moves such as Rest/Aromatherapy/Heal Bell can easily take anything Milotic throws at them. Prime examples of these Pokemon are the fairy twins, Chansey and Clefable. Venusaur can deal with Milotic but should try to avoid switching into an Ice Beam. Tangrowth and Leafeon can also dominate provided Milotic lacks Ice Beam. Rest + Sleep Talk variants of Milotic and Blastoise can stall out this set.

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    Tyranitar
    Level: 100
    Item: Babiri Berry/Expert Belt
    Nature: Hasty
    Moves: Stone Edge/Crunch
    Pursuit
    Superpower
    Flamethrower/Fire Blast/Ice Beam
    EV's: 252 Atk/16 SpA/240 Spe

    Additional Info:
    This set is meant to bait out and eliminate many of Tyranitar's top counters. Since the types of Pokemon used to check Tyranitar are rather predictable, this Tyranitar can bluff a Choice Scarf and proceed to OHKO or heavily damage whatever comes in on the next turn.

    Stone Edge and Crunch are basic STAB moves for Tyranitar, and choosing between them is a matter of choosing what you want to hit. Pursuit is used in tandem with other moves to play mind games with the opponent. For example: A popular tactic with Gengar is to use Protect as Tyranitar uses its first move, and then either attack on the Pursuit that fails to KO or flee from the Crunch. With this Tyranitar, you can fake out the Gengar user by choosing Crunch first, then use Pursuit as it attempts to get away scot-free. Blissey suffers the same fate, as it can easily absorb weak Pursuits, but falls to Superpower.

    The last move serves to deter Steel-types. Lucario sets up for free on both of Tyranitar's STAB moves, but Flamethrower will often catch it attempting to Swords Dance on a predicted switch. Fire Blast has less accuracy and reliability, but it allows Tyranitar to 2HKO Specially Defensive Skarmory without Expert Belt. If using Expert Belt, Flamethrower is always the better option. Ice Beam can be used to hit Gliscor and Hippowdon, two common Tyranitar counters, but misses out on Scizor and Skarmory.

    Babiri Berry is used to prevent Scizor from OHKOing Tyranitar with Bullet Punch. This means that unless Scizor is running a Scarf set, Tyranitar will always be able to outspeed and OHKO it with Flamethrower or Fire Blast. If using Ice Beam, Expert Belt is always the superior option, as Tyranitar is no longer able to beat Scizor. The EVs are fairly simple. 240 Spe with a Hasty nature allows Tyranitar to outspeed Adamant Breloom and anything below it, such as Adamant Scizor or Metagross. The rest are dumped into Attack, with the leftovers in Special Attack.

    Since this set is designed to lure in and eliminate Tyranitar's top counters, it works extremely well with any Pokemon that shares counters with Tyranitar. Aerodactyl is one such Pokemon, as it benefits greatly from the removal of opposing Scizor. Aerodactyl also happens to benefit from Tyranitar's Sand Stream ability, making it much easier to switch into foes such as Heatran. This Tyranitar can also use both Crunch and Pursuit to surprise Gengar, and if it can also take out Gliscor, it makes it significantly easier for Lucario and other Fighting-types to sweep.

    On the special side, Celebi and Shaymin work very well with this Tyranitar set. As with Lucario, Gengar can prove troublesome for offensive Grass-types, and Protect variants switching out expecting a Crunch can be eliminated by a surprise Pursuit. This Tyranitar also eliminates common Steel-types, such as Skarmory and Scizor, which have a quad-resistance to Grass and carry super effective Brave Bird and U-turn respectively.

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    Scizor
    Level: 100
    Item: Life Orb/Metal Coat
    Ability: Technician
    Nature: Adamant
    Moveset: Swords Dance
    Bullet Punch
    Roost
    Bug Bite/Superpower/U-Turn
    EV's: 248 HP/252 Atk/8 Spe

    Additional Info:
    While Scizor may be slow, its access to Bullet Punch (which deals more damage than Rayquaza’s ExtremeSpeed), superb typing, and Roost set it apart from Rayquaza and Lucario. Another significant selling point of Swords Dance Scizor as a late game sweeper is that it can easily set up on Forretress, a Pokémon who normally gives Scizor trouble.

    After one Swords Dance, Scizor is capable of OHKOing Pokemon such as Darkrai, Shaymin-S, and even Rayquaza with Bullet Punch after Stealth Rock damage. Roost is incredibly useful on this set. Scizor's typing gives it many opportunities to heal against or potentially set up on foes, such as Choice Scarf Pokemon locked into a resisted attack, as well as defensive Pokemon, such as Forretress and Blissey. For the last move, Bug Bite is the main choice, as it ensures that Scizor will easily OHKO Wobbuffet after a Swords Dance, as well as Mewtwo, Latias, and Latios before a Swords Dance. Scizor can also easily 2HKO even the bulkiest Groudon, and will even OHKO 4/0 Groudon after Spikes or Stealth Rock damage (if you have Life Orb). Superpower can be used to hit Dialga, as well as OHKO Heatran on the switch before a Swords Dance. Finally, Scizor can use U-turn to scout with early on in the match before sweeping once the opponent's Steel-type resisters are KOed.

    Here are some damage calculations to show Scizor's power. All of these damage calculations assume that Scizor has used Swords Dance once, and is either carrying Life Orb or Metal Coat.
    Move Target Life Orb Metal Coat
    Bullet Punch 4 HP Mewtwo 86.44% - 101.69% (87% to OHKO with SR) 79.66% - 94.07% (41% to OHKO with SR)
    Bullet Punch 4 Def Rayquaza 87.18% - 102.56% (OHKO with SR) 80.34% - 94.87% (OHKO with SR)
    Bullet Punch 4 HP Darkrai 108.51% - 127.66% 100% - 118.09%
    Bullet Punch 4 HP Shaymin-S 103.8% - 122.22% 95.91% - 113.16% (74% to OHKO)
    Bullet Punch 112 HP Latias 93.01% - 109.42% (OHKO with SR) 85.71% - 101.22% (87% to OHKO with SR)
    Bullet Punch 4 HP Garchomp 81.56% - 96.37% 75.42% - 88.83%
    Bullet Punch 0 HP Giratina-O 63.35% - 74.89% 58.6% - 69.23%
    Bullet Punch 252 HP / 64 Def Lugia 50.72% - 60.1% 46.88% - 55.53%
    Bullet Punch 252 HP / 32 Def Groudon 50.5% - 59.65% 46.29% - 54.95%
    Bug Bite 252 HP / 64 Def Lugia 75.96% - 89.66% (58% to OHKO with SR and LO) 58.65% - 69.23%
    Bug Bite 4 HP Groudon 91.52% - 108.19% (OHKO with SR) 70.47% - 83.33%
    Bug Bite 112 HP / 8 Def Groudon 84.55% - 99.46% (33% chance to OHKO with SR) 65.04% - 76.69%
    Bug Bite 252 HP / 252 Def Impish Groudon 58.91% - 69.8% 45.54% - 53.71%

    As you can see, Stealth Rock support is highly recommended for Scizor, because it relies on it to gain several KOs after a Swords Dance. Spikes and Stealth Rock support together is also welcome, as this will allow Life Orb Scizor to always OHKO Garchomp with a +2 Bullet Punch, while Metal Coat Scizor will always OHKO Mewtwo with a +2 Bullet Punch.

    Scizor has several viable items to choose from: Life Orb, Metal Coat, and Leftovers. Each of them have some specific advantages and disadvantages. Life Orb will grant Scizor the most power. In addition to boosting the power of Bullet Punch, it will also boost the power of Scizor's other attacks. This is especially useful against Lugia, as the extra power Life Orb grants Bug Bite will allow Scizor to sometimes OHKO Lugia after it takes Stealth Rock damage. Even if Lugia puts up Reflect, Bug Bite will still do enough damage to force Lugia to restore its health with Roost, thus allowing you to KO it in its Bug-type-weak state. While Metal Coat won't offer as much power and doesn't boost anything other than Bullet Punch, its main advantage over Life Orb is the lack of recoil, thus allowing Scizor to last longer on the battlefield (which is especially important if Scizor is your main Dragon-type resister). This is particularly useful if you decide to use U-turn, as the recoil from Life Orb and entry hazards can quickly drain Scizor of its health. Finally, if you are content with losing more KOs, Leftovers can be a good choice to give Scizor more survivialbility.

    Swords Dance Scizor's biggest foes are Pokemon who resist Bullet Punch and can hit back with a Fire- or rain-boosted Water-type attack. This means that Palkia, Dialga, Kyogre, Ho-Oh, and Heatran will usually shut Scizor down effectively. If you use Life Orb Scizor you can use Bug Bite on the switch; it will deal such a massive amount of damage to Palkia and minimum HP Kyogre that they will almost always be in the KO range of Bullet Punch after Stealth Rock damage. In a similar manner, if you decide to use Superpower, you can OHKO Dialga and Heatran switch-ins. Thunder Wave Kyogre can easily switch into Heatran and Ho-Oh's Fire-type attacks with some Speed investment, and OHKO them with Surf. It can also paralyze Palkia, allowing you to OHKO with a +2 Bug Bite or Superpower. In a similar vein, Latias can easily switch into Kyogre, Palkia's non-Dragon-type attacks, or even set up on Choice Scarf Heatran. Garchomp can easily OHKO Heatran, Palkia, and Ho-Oh with Earthquake, Outrage, and Stone Edge respectively, as well as dealing massive damage to Dialga with Earthquake. Finally, a Heatran of your own can defeat most Dialga, and take advantage of Choice Scarf Palkia's Fire-type attacks (watch out for Surf in the rain, though).
     
  18. insanecrazy07

    insanecrazy07 Well-Known Member

    Everything looks good except for Scizor. That specific setup is for Ubers. Grab the other Swords Dance one, should have Brick Break, SD, Bullet Punch and Roost, and should be kinda bulky.
    The Tyranitar you picked works pretty well having Pursuit. Works great with Infernape.
     
  19. Devilkid32176

    Devilkid32176 Well-Known Member

    ^__^ yeah, just gotta breed those to get moveset and stuff :p
     
  20. insanecrazy07

    insanecrazy07 Well-Known Member

    Good luck with that. I'd start by getting something valuable (like an event) and trading it for what you're looking for.