03-11-2008, 04:50 PM
Okay, this has alwas been my main team. Doing well on the ladder, and I've only lost to two people on here (as far as I can remember) NattyB and Sulla. Now, I've decided, it's reaching its limits in competitive, and as such, it's being demoted for a new team. So, I decided to share it with all you. So you can bask in it's glory criticise and be inspired (Yes, inspired. I know of a few people on here who decided to use some of these sets after being owned by them)
My EV's are pretty weird and copied, as are the nicknames, but hey, the best work is copied work xD
Claydol - OMGaUFO @ Leftovers
Ability: Levitate
EVs: 236 HP/244 Atk/28 Def
Brave nature (+Atk, -Spd)
- Trick Room
- Explosion
- Earthquake
- Stealth Rock
Okay, my lead. Not a conventional one. Pretty standard stuff though. 244 Atk OHKO's Blissey, should it come to that (you'll see later, I have some wall problems :s) General idea, is to TR as the enemy sets up or whatever (I lol at Ninjasks, Yanmegas, stuff like that). Claydol's defences means it's sturdy enough to take an attack (you'd be surprised, not many leads OHKO - it can take Weavile (not banded though)). This leaves me free to SR next turn. At this point, if I'm KO'd, I'm not really bothered, as Claydol has done it's primary job. If it is alive still, I always go for the OHKO. If I feel it can be done through EQ, then I'll do it, but if EQ doesn't cut it, then BOOM. Their lead is down, and a poke that isn't particularly important once it's done it's job, is down for me. Problems include Taunt (damn you Gyara! But then I explode in your face so ha) and status inducers (namely ScarfGar...). Every now and again, I put lum berry over leftovers, so I can lol at gengars, who are instantly rendered useless once TR goes up. Of course, I can't hurt said gengar, so I switch then.
Bronzong – Dumbell @ Leftovers
Ability: Levitate
EVs: 252 HP/152 Atk/8 Def/98 SDef
Brave nature (+Atk, -Spd)
- Gyro Ball
- Earthquake
- Trick Room
- Hypnosis
Okay, this is my usual switch once Claydol has gone boom. It resists both sides of the spectrum, and once it's in TR, it's awesome. Just batter them with the two attacks (I don't hypnosis unless necessary, due to sleep clause). Having a 0Spe IV and 0Spe Ev's, means Gyro Ball does masses of damage, absolutely OWNING Gengars, Weaviles and the like. TR as necessary (pref while they sleep). If they switch out to their counter, Bronzong is usually in a good position. If they switch to a sweeper, Bronzong's attacks can usually take care of them. However, more often than not, they switch to a wall, and my team finds it hard to break the stronger walls usually, especially Bliss, in which case, my priority is to Hypnosis, before switching out to something else. Whenever TR is down, Bronzong is usually sturdy enough to set it up again. Also absorbs any EQ's I see coming.
Magnezone OMGanotherUFO @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/40 Def/252 SAtk/44 SDef
Relaxed nature (+Def, -Spd)
- Thunderbolt
- Substitute
- Hidden Power [Ice]
- Flash Cannon
If I get TR up the turn before, and can get a sub in, this thing OWNS. T-bolt is my usual attack, as more power + STAB, running off a collosal base stat can usually at least 2HKO. Otherwise, HP Ice is there, to provide the makeshift BoltBeam combo. Flash Cannon I should really remove, but I can't really be bothered, because I am lazy =/ Outside of TR, this thing is far less useful, and I find it a lot harder to switch in (should get Magnet Rise really) as I only get to sub before they switch to some EQ thing, meaning I only get one attack in. However, OHKO's chomp and co.
Rhyperior (M) – BabySpanker @ Leftovers
Ability: Solid Rock
EVs: 252 HP/6 Atk/252 SDef
Impish nature (+Def, -SAtk)
- Stone Edge
- Earthquake
- Avalanche
- Megahorn
God, I love his ability. Many a time have I had people going "wtf? my Spec'd so and so did 33%?!", to which I answer, Solid Rock mate, solid rock. After his +Def nature and ginormous Def stat. I felt I would invest in some SpDef, which helps him shrug off stuff like Starmies surf. Under TR, this thing is a god. Stone Edge does 30% to standard Skarm on the switch, and I use it to hit stuff that only gets neutral (only downside is acc). Avalanche takes dragons (this thing can take an SD chomp EQ....just) and KO back with avalanche. I really want to put Hammer Arm in there (notice lack of fighting move) but I really don't know what to replace. First thoughts suggests Megahorn, but it's so useful to take out those pesky darks and psychics.
Slowbro (M) - Flubub@ Leftovers
Ability: Oblivious
EVs: 216 HP/252 Def/40 SAtk
Relaxed nature (+Def, -Spd)
- Trick Room
- Calm Mind
- Surf
- Hidden Power [Electric]
So many people underestimate this thing. I usually switch it in on a sleeping poke, allowing a free CM, TRing as necessary. Surf for STAB, and HP elec to provide superior coverage to Ice Beam. So many times, have people been helpless as Slowbro CM's up, their Grass Knots doing less and less, before Slowbro reigns terror, as like, the fastest poke in existence in TR. Unfortunately, Blissey totally walls it, taking like, 30% after I've CM'd three times, and hitting me back with 30% Seismic tosses. A lack of Slack off, hurts. A lot. Also, Calmcune can CM up with me, before roaring me away >: | Takes fighting moves like a champ, with its typing and EV's, while CM means it takes those special hits.
Garchomp (M) – OhNoes/Metagross (changes daily
) @ Choice Scarf
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Outrage
- Fire Fang
- Earthquake
- Crunch
A Choice Scarf poke? Wtf? On a TR team?
Trust me, opponents think that to, before they realise they haven't been paying attention to when TR is up, and when it runs out, and realise they don't have any steel pokes left to absorb Chomps outrage. I only release this beast endgame, as otherwise, they know what's coming. However, on rare occasion, it is needed to revenge kill something sweeping. However, if TR is up, I just have to grit my teeth for the moment. Endgame, this thing is a monster, turning whole games around. Unfortunately, when it's locked in Outrage, it is easy to counter, should you have the right poke, which I try and make sure they don't have. If they do, I settle for some STAB'd EQ goodness.
Mainly, the EV’s are just standard, seeing as I don’t EV to beat certain pokes usually. The great thing about TR, is that I don’t have to waste 252EV’s in speed, meaning I can bulk up HP
Writing up a threat list now. I also really want to know this uber anti TR poke that Megaman knows, that screwed Prideless over, to see how I do against it, so if anyone knows it, drop me a PM mabye?
My EV's are pretty weird and copied, as are the nicknames, but hey, the best work is copied work xD
Claydol - OMGaUFO @ Leftovers
Ability: Levitate
EVs: 236 HP/244 Atk/28 Def
Brave nature (+Atk, -Spd)
- Trick Room
- Explosion
- Earthquake
- Stealth Rock
Okay, my lead. Not a conventional one. Pretty standard stuff though. 244 Atk OHKO's Blissey, should it come to that (you'll see later, I have some wall problems :s) General idea, is to TR as the enemy sets up or whatever (I lol at Ninjasks, Yanmegas, stuff like that). Claydol's defences means it's sturdy enough to take an attack (you'd be surprised, not many leads OHKO - it can take Weavile (not banded though)). This leaves me free to SR next turn. At this point, if I'm KO'd, I'm not really bothered, as Claydol has done it's primary job. If it is alive still, I always go for the OHKO. If I feel it can be done through EQ, then I'll do it, but if EQ doesn't cut it, then BOOM. Their lead is down, and a poke that isn't particularly important once it's done it's job, is down for me. Problems include Taunt (damn you Gyara! But then I explode in your face so ha) and status inducers (namely ScarfGar...). Every now and again, I put lum berry over leftovers, so I can lol at gengars, who are instantly rendered useless once TR goes up. Of course, I can't hurt said gengar, so I switch then.
Bronzong – Dumbell @ Leftovers
Ability: Levitate
EVs: 252 HP/152 Atk/8 Def/98 SDef
Brave nature (+Atk, -Spd)
- Gyro Ball
- Earthquake
- Trick Room
- Hypnosis
Okay, this is my usual switch once Claydol has gone boom. It resists both sides of the spectrum, and once it's in TR, it's awesome. Just batter them with the two attacks (I don't hypnosis unless necessary, due to sleep clause). Having a 0Spe IV and 0Spe Ev's, means Gyro Ball does masses of damage, absolutely OWNING Gengars, Weaviles and the like. TR as necessary (pref while they sleep). If they switch out to their counter, Bronzong is usually in a good position. If they switch to a sweeper, Bronzong's attacks can usually take care of them. However, more often than not, they switch to a wall, and my team finds it hard to break the stronger walls usually, especially Bliss, in which case, my priority is to Hypnosis, before switching out to something else. Whenever TR is down, Bronzong is usually sturdy enough to set it up again. Also absorbs any EQ's I see coming.
Magnezone OMGanotherUFO @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/40 Def/252 SAtk/44 SDef
Relaxed nature (+Def, -Spd)
- Thunderbolt
- Substitute
- Hidden Power [Ice]
- Flash Cannon
If I get TR up the turn before, and can get a sub in, this thing OWNS. T-bolt is my usual attack, as more power + STAB, running off a collosal base stat can usually at least 2HKO. Otherwise, HP Ice is there, to provide the makeshift BoltBeam combo. Flash Cannon I should really remove, but I can't really be bothered, because I am lazy =/ Outside of TR, this thing is far less useful, and I find it a lot harder to switch in (should get Magnet Rise really) as I only get to sub before they switch to some EQ thing, meaning I only get one attack in. However, OHKO's chomp and co.
Rhyperior (M) – BabySpanker @ Leftovers
Ability: Solid Rock
EVs: 252 HP/6 Atk/252 SDef
Impish nature (+Def, -SAtk)
- Stone Edge
- Earthquake
- Avalanche
- Megahorn
God, I love his ability. Many a time have I had people going "wtf? my Spec'd so and so did 33%?!", to which I answer, Solid Rock mate, solid rock. After his +Def nature and ginormous Def stat. I felt I would invest in some SpDef, which helps him shrug off stuff like Starmies surf. Under TR, this thing is a god. Stone Edge does 30% to standard Skarm on the switch, and I use it to hit stuff that only gets neutral (only downside is acc). Avalanche takes dragons (this thing can take an SD chomp EQ....just) and KO back with avalanche. I really want to put Hammer Arm in there (notice lack of fighting move) but I really don't know what to replace. First thoughts suggests Megahorn, but it's so useful to take out those pesky darks and psychics.
Slowbro (M) - Flubub@ Leftovers
Ability: Oblivious
EVs: 216 HP/252 Def/40 SAtk
Relaxed nature (+Def, -Spd)
- Trick Room
- Calm Mind
- Surf
- Hidden Power [Electric]
So many people underestimate this thing. I usually switch it in on a sleeping poke, allowing a free CM, TRing as necessary. Surf for STAB, and HP elec to provide superior coverage to Ice Beam. So many times, have people been helpless as Slowbro CM's up, their Grass Knots doing less and less, before Slowbro reigns terror, as like, the fastest poke in existence in TR. Unfortunately, Blissey totally walls it, taking like, 30% after I've CM'd three times, and hitting me back with 30% Seismic tosses. A lack of Slack off, hurts. A lot. Also, Calmcune can CM up with me, before roaring me away >: | Takes fighting moves like a champ, with its typing and EV's, while CM means it takes those special hits.
Garchomp (M) – OhNoes/Metagross (changes daily
) @ Choice Scarf Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Outrage
- Fire Fang
- Earthquake
- Crunch
A Choice Scarf poke? Wtf? On a TR team?
Trust me, opponents think that to, before they realise they haven't been paying attention to when TR is up, and when it runs out, and realise they don't have any steel pokes left to absorb Chomps outrage. I only release this beast endgame, as otherwise, they know what's coming. However, on rare occasion, it is needed to revenge kill something sweeping. However, if TR is up, I just have to grit my teeth for the moment. Endgame, this thing is a monster, turning whole games around. Unfortunately, when it's locked in Outrage, it is easy to counter, should you have the right poke, which I try and make sure they don't have. If they do, I settle for some STAB'd EQ goodness.
Mainly, the EV’s are just standard, seeing as I don’t EV to beat certain pokes usually. The great thing about TR, is that I don’t have to waste 252EV’s in speed, meaning I can bulk up HP
Writing up a threat list now. I also really want to know this uber anti TR poke that Megaman knows, that screwed Prideless over, to see how I do against it, so if anyone knows it, drop me a PM mabye?
