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Full Version: Know Your Leads
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Having a good lead can swing the battle in favor of you winning. Having a bad one can put you in a crunch. I'll post some of the most common leads can explain why they are good.

Azelf - Azelf has great speed, attack, and special attack. It also has an amazing movepool so you are never sure what it is running. With it's speed, it can stop lower leads from setting up sr.

key moves - stealth rock, explosion, light screen, reflect, u-turn, taunt, fire blast, and trick.

Metagross - It has great bulk and attack. It can take a hit and then set up sr. It also has bullet punch to knock out focus sash mons and has access to screens and trick

key moves - stealth rock, explosion,

Jirachi - it has all around good stats. It can stop most fast leads (aero and azelf) from setting up sr with Iron Head's 60% flinch rate. Jirachi can also then trick the slower leads and let a sweeper set up on it.

key moves - sr, trick, iron head, twave, uturn

Aerodactly - aerodactly can guarantee that you will get up sr or stop the opponent's mon from getting sr up with it's awesome speed. It can also stop screen leads.

key moves - taunt, sr

Swampert - swampert has good stats but really can't do much besides set up sr and take a hit. It can also phaze stuff

Key moves - sr, roar

Infernape - with it's awesome offensive stats, it can hurt most of the normal leads. It has access to fake out which screws over focus sash leads.

key moves - sr, fake out, counter, taunt, close combat, fire blast

Roserade - it has great speed and special attack and has access to a sleep inducing move - sleep powder. It can set up spikes or toxic spikes on the opponents team.

key moves - toxic spikes, spikes, sleep powder

Hippowdon - it has good bulk and attack. It can also heal itself with slack off, roar away problems, set up sr reliably, and break sashes with sand storm.

key moves - roar, sr,

Ninjask - it can boost it's speed with speed boost and boost it's attack with sword dance. Then it can baton pass out to a sweeper.

key move - sword dance, baton pass

Smeargle - having access to any move is the key here. It can do anything but it's amazing at spike stacking by sleeping the opponent with spore.

Key moves - spore, toxic spikes, spikes, trick, sr, extreme speed

Now that you know the ten most common leads, you need to decide if your lead can beat the majority of them. Also make sure your lead helps your team by setting up toxic spikes, spikes, sr or stopping sr.

Stealth Rock=Sr
One problem I had with this is this: please spell out sr as Stealth Rock, it is confusing for people reading this thread.

But yes, this is a nice thread.
There is a terminology thread posted by Sulla which probably should be moved here, but I don't think it has SR as an abbreviation for Stealth Rocks. It might, though.

Nice list, though. 001_smile

You might want to list ways to counter these leads? Just a thought.
Just came up with great idea for a strong defensive pokemon:

Ludicolo
moves: Aqua Ring, Giga Drain, Leech Seed (only if possible, if not, replace with water attack that inflicts damage), and Rain Dance
held item: Leftovers
stats: however you like, as long as HP, Defense, and Sp. Defense are high
ability:Rain Dish

Why these specific qualities? Well, the leftovers restore hp each turn, so you have about 5-30 hp gain there. Aqua ring also restores another 20 hp or so, giving you +25 to +50 in health. Giga Drain actually inflicts damage, giving you HP as well as an attack. Leech Seed does both as well, just on a smaller amount. A water attack can also replace this if you are going for taking your opponents out faster. Now, Rain Dance is actually a key move here. If you are going for the water type move, Rain Dance will boost the move, but either way, Rain Dish will cut in and give you abou 10 HP. Altogether on the same turn, that's about 100+ HP on average.
btw MysteryMan, love that primal dialga sig
Also for Hippowdon, Toxic is a big one.

Also F.E.A.R.; even though it's not used much anymore it's still a force.
(11-19-2009 07:35 PM)Clam Wrote: [ -> ]There is a terminology thread posted by Sulla which probably should be moved here, but I don't think it has SR as an abbreviation for Stealth Rocks. It might, though.

Nice list, though. 001_smile

You might want to list ways to counter these leads? Just a thought.

Yeah i might add about countering them when i'm not as busy. Also i would move a crap ton of threads into here but.... yeah....
(12-13-2009 06:52 PM)YoshiEgg25 Wrote: [ -> ]Also for Hippowdon, Toxic is a big one.

Also F.E.A.R.; even though it's not used much anymore it's still a force.

i should probably add a bit about counter focus sash mons.
tanks Biggrin
Here's a guide I made and posted on a site that I'm quite active on. I hope it'll be able to help you guys.

~Edited~
Hi there. Next time, please do read the rules. We're not big on advertisement. Thanks 001_smile
I'm not advertising anything as I'm just trying to help. Do you want me to copy-paste my guide over here?
That would be better.
Will do.
why does he have to copy and paste the whole guide here instead of providing a link. the link would be much easier and not take up as much room
~~Just asking so please don't ban me or anything if i made a mistake im new here and haven't figured everything yet
The link gets the sites more views, kinda like ads. You wouldn't put a link to youtube on here, just the vid instead.

Anyways, a Life Orb is not my opinion of a good strategy, I fought a girl that had a good team in a tournament and the life orbs lead to her loss. My Mewtwo took her Rayquaza down to the reds, Her Raquayza K.O.d it, but was holding a life orb and succumbed, causing her to lose seeing as it was her Orb that took her out. Toxic orbs are fine for Shroomish and Loppuny that has Klutz then can switch with Trick or Switcheroo, Burn orbs are great for Facade/Guts combos. Life orbs may come in handy with pokemon like Alakazam with Average H.P, health restoring moves, and High Special/Physical attack, which could result in that final bit of health to remove, as well as having Recover to stay up yourself.
(08-05-2010 12:10 PM)pokeballguy Wrote: [ -> ]The link gets the sites more views, kinda like ads. You wouldn't put a link to youtube on here, just the vid instead.

Anyways, a Life Orb is not my opinion of a good strategy, I fought a girl that had a good team in a tournament and the life orbs lead to her loss. My Mewtwo took her Rayquaza down to the reds, Her Raquayza K.O.d it, but was holding a life orb and succumbed, causing her to lose seeing as it was her Orb that took her out. Toxic orbs are fine for Shroomish and Loppuny that has Klutz then can switch with Trick or Switcheroo, Burn orbs are great for Facade/Guts combos. Life orbs may come in handy with pokemon like Alakazam with Average H.P, health restoring moves, and High Special/Physical attack, which could result in that final bit of health to remove, as well as having Recover to stay up yourself.

A: This is an old guide
B: This is for competitive battling not VGC
C: OU pokemon, not NU / Ubers
alright, well, can I still post my opinions about how a pokemon can hold certain items in competitive battling?
I know that this guide is old, but Machamp definitely deserves a spot on the list, being something like the second most popular lead in the current metagame, and being able to beat something like 90% of the common leads out there (I think everything but Specs Starmie and Lum Metagross).
(08-13-2010 07:03 PM)Windsong Wrote: [ -> ]I know that this guide is old, but Machamp definitely deserves a spot on the list, being something like the second most popular lead in the current metagame, and being able to beat something like 90% of the common leads out there (I think everything but Specs Starmie and Lum Metagross).

Specs Heatran and Colbur Berry Azelf as well 001_tongue

I don't mind remaking this as the original poster is banned and therefore can't post.
Lucario works very well as a lead. An attacking lead that is.

Lucario @ Focus Sash Inner Focus Lonely nature
0 defense IV's, 31 on all else. 4 HP 252 ATT 252 SPED
Close Combat
Extremespeed
Crunch
Counter/Swords Dance

You also forgot Yanmega. He's not OU but works in it very well.

Yanmega@Focus Sash
Speed Boost
Modest Nature 104 Defense 252 Special Attack 152 Speed
Air Slash
Bug Buzz
Protect
Hidden Power Fire/ Hidden Power Ground

Both very nice leads in the OU Metagame.
I wanna see a way for Shedinja to be a counter ( I know we all think he sucks) for good leads, I know it's possible with things like shadow sneak and trick/choice specs
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