Post by greil9 on May 10, 2014 15:13:42 GMT
I've tried this team in Showdown a few tries and gotten some good results, but I still think it lacks something. Please give any opinions on changing movesets, pokemon or items. I plan to use this team in an online gym league (no, most likely it's not the one you're thinking) so it's meant to cover most types. The league rules also don't allow using multiples of the same item, so I can't use two Heat Rocks.
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Extrasensory
- Solar Beam
- Flamethrower
- Will-O-Wisp
My main method of getting sunlight up and if enemy team allows it, my lead. I picked the moves that would give me some good coverage, plus Will-O-Wisp in case I absolutely need to burn some enemy physical sweeper.
Houndoom @ Houndoominite
Ability: Flash Fire
(mega: Solar Power)
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flamethrower
- Dark Pulse
- Nasty Plot
- Solar Beam
This was choice between Volcarona and Houndoom, but I ended up with Houndoom for the time being for my mega. Solar Beam is coverage for rock, water and ground pokemon. If there is ever a chance, just one Nasty Plot will mean it OHKO's almost anything that isn't a special wall. Solar Power will burn it out quickly, so it has to go for quick kills.
Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- SolarBeam
- Sleep Powder
- Sludge Bomb
- Growth
Venusaur gets a big boost from sunlight. Usual strategy is to use Sleep Powder to buy myself some time to use Growth. Steel are a big counter against Venusaur, so in those cases I have to just put them to sleep and switch to someone else.
Salamence @ Lum Berry
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Fang
Salamence is meant to get in one Dragon Dance and KO one enemy. After that, Moxie starts stacking and it snowballs the enemy team. I opted for Dragon Claw instead of Outrage so it doesn't lock me in case enemy switches to steel type. Earthuake deals with them, Fire Fang deals with Ice types and Steel types that fly. I went for Fire Fang instead of Fire Blast because A) It allows me to focus solely on Attack B) Lower chance to miss (RNG hates me) and C) Boost from Moxie and DD affect it
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Slack Off
- Psyshock
- Fire Blast
- Sunny Day
Added for needed Bulk and secondary Sunny Day. I decided against using Scald because its power gets cut in Sunny Day, though I've been debating myself about getting it back for coverage. I usually bring it out when sunlight is over anyway.
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 120 HP / 20 Spd / 116 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Thunder Punch
Conkeldurr was mostly for coverage, especially against rock type. It also adds some needed bulk for my team.
Weaknesses I know of:
- Stealth Rock. I used to use Starmie instead of Slowbro for Rapid Spinner, but I noticed I needed second way to get in sunlight and some defense.
- Drizzle or Sand Stream users. They can of course cancel my sunlight and be especially dangerous if they bait Solarbeam so it locks me in place
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Extrasensory
- Solar Beam
- Flamethrower
- Will-O-Wisp
My main method of getting sunlight up and if enemy team allows it, my lead. I picked the moves that would give me some good coverage, plus Will-O-Wisp in case I absolutely need to burn some enemy physical sweeper.
Houndoom @ Houndoominite
Ability: Flash Fire
(mega: Solar Power)
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flamethrower
- Dark Pulse
- Nasty Plot
- Solar Beam
This was choice between Volcarona and Houndoom, but I ended up with Houndoom for the time being for my mega. Solar Beam is coverage for rock, water and ground pokemon. If there is ever a chance, just one Nasty Plot will mean it OHKO's almost anything that isn't a special wall. Solar Power will burn it out quickly, so it has to go for quick kills.
Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- SolarBeam
- Sleep Powder
- Sludge Bomb
- Growth
Venusaur gets a big boost from sunlight. Usual strategy is to use Sleep Powder to buy myself some time to use Growth. Steel are a big counter against Venusaur, so in those cases I have to just put them to sleep and switch to someone else.
Salamence @ Lum Berry
Ability: Moxie
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Fang
Salamence is meant to get in one Dragon Dance and KO one enemy. After that, Moxie starts stacking and it snowballs the enemy team. I opted for Dragon Claw instead of Outrage so it doesn't lock me in case enemy switches to steel type. Earthuake deals with them, Fire Fang deals with Ice types and Steel types that fly. I went for Fire Fang instead of Fire Blast because A) It allows me to focus solely on Attack B) Lower chance to miss (RNG hates me) and C) Boost from Moxie and DD affect it
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Slack Off
- Psyshock
- Fire Blast
- Sunny Day
Added for needed Bulk and secondary Sunny Day. I decided against using Scald because its power gets cut in Sunny Day, though I've been debating myself about getting it back for coverage. I usually bring it out when sunlight is over anyway.
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 120 HP / 20 Spd / 116 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Thunder Punch
Conkeldurr was mostly for coverage, especially against rock type. It also adds some needed bulk for my team.
Weaknesses I know of:
- Stealth Rock. I used to use Starmie instead of Slowbro for Rapid Spinner, but I noticed I needed second way to get in sunlight and some defense.
- Drizzle or Sand Stream users. They can of course cancel my sunlight and be especially dangerous if they bait Solarbeam so it locks me in place