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Charizard @ Charizardite YAbility: Blaze -> DroughtEVs: 4 Def / 252 SpA / 252 SpeModest Nature- Heat Wave- Solar Beam- Air Slash- ProtectCharizard is the centerpiece of this team. Drought on a fire Pokemon whose special attack reaches almost 500 with a modest nature is just plain mean. Solar Beam is a go-to against any Water-, Rock-, and Ground-types that decide to take Charizard on, and I picked Air Slash over Focus Blast for accuracy's sake. The 70% is cringe worthy, honestly. Air Slash also gives Charizard a little bit more coverage, too, allowing it to take out Fighting-types like Blaziken and Heracross out faster.Heat Wave can be replaced with Flamethrower or Fire Blast (I don't honestly remember if Fire Blast still hits 100% in sun anymore, but if it does then it's a toss-up between damage and hitting both opponents at once).Klefki @ Light ClayAbility: PranksterEVs: 252 HP / 100 Def / 152 SpD / 4 SpeBold Nature- Foul Play- Thunder Wave- Reflect- Light ScreenKlefki is one of my favorite additions from XY. However, Klefki's found its niche in the status area, so one good Taunt shuts down almost he entire operation. If the opponent who uses Taunt is faster than Klefki, i.e. has Prankster, Klefki is rendered almost completely useless and loses a turn before I can even set up properly. You see the 4 EVs put into speed? It looks a little silly, but that small investment ensures that my Klefki outspeeds every other 0 Spe-Prankster not named Meowstic, Liepard, Whimsicott and Thundurus, allowing my Klefki to slip in at least ONE screen, or slip in at least ONE thunder wave before being Taunted. It may not sound like much, but with this Klefki build I've been able to Thunder Wave oncoming Sableye and Klefki and Mega Banettes without fail, and that paralysis can give me extra time on Klefki to set up properly without Taunt interruption. Klefki basically arrives on the scene with Charizard-Y to set up some screens, possibly throw out a Thunder Wave or two, and then gets switched with another player (usually Trevenant).Trevenant @ Lum BerryAbility: HarvestEVs: 252 HP / 4 Def / 252 SpDImpish Nature- Drain Punch- Leech Seed- Will-O-Wisp- RestHarvest Trevenant in the sun is a nightmare. Leech Seed or Will-O-Wisp the opponent, take any incoming damage with ease, rest if it gets too dangerous, immediately wake up thanks to Lum Berry, immediately regenerate Lum Berry thanks to Drought + Harvest, Drain Punch anything that tries to fight back... this guy is mean. I chose Drain Punch over Horn Leech because while Horn Leech has more power and gets STAB, Drain Punch has better coverage. Horn Leech hits Ghost-types, but Drain Punch can hit Ferrothorn, Scizor, Metagross, etc. with far greater power.Snorlax @ Chesto BerryAbility: ImmunityEVs: 156 HP / 252 Def / 100 SpDImpish Nature- Belly Drum/Power-Up Punch- Crunch- Rest- StockpileI found a nasty Snorlax build involving Stockpile + Belly Drum and it is one of my favorite things ever. Unfortunately, while Snorlax is super versatile, only one attacking move for all of these boosts would be a downright SHAME if that last move was resisted, or worse, immunized. Now, while nothing is immune to dark, I could run Power-up Punch instead of Belly Drum just for extra coverage, but it means that I don't get that instant +6 like I would with Belly Drum.Cloyster @ King's RockAbility: Skill LinkEVs: 252 Atk / 4 SpD / 252 SpeAdamant Nature- Shell Smash- Icicle Spear- Rock Blast- Spikes / Rapid Spin / SurfMMMMmmmmMMMMmmmm I Love Cloyster. Shell Smash was an AWESOME addition to Cloyster, and each generation since my Cloysters have been rocking the smash. Icicle Spear and Rock Blast are absolutely evil with Skill Link, and with boosts from Shell Smash Cloyster becomes a scary sweeper.The last move is a toss-up: do I want to set up an entry hazard, destroy entry hazards on my own side, or go from Adamant to Naughty and have a water-type attacking move? Protect thyself, enrage thy opponent, or thwart thy opponent? That is the question.Grumpig @ Sitrus BerryAbility: Own TempoEVs: 252 HP / 252 Def / 4 SpDCalm Nature- Psychic- Teeter Dance- Magic Coat- Heal BellI love Grumpig on this team! Team him up with Trevenant in the sun, use Teeter Dance, and watch all hell break loose. Trevenant's confusion is healed almost instantly with the Lum Berry, and watch the two of them go to status-inducing town together. Opponent tries to status Grumpig back? MAGIC COAT, bounce that status right back at them! Feel like switching out to cure confusion? Oh, that's ok, their team will just get IMPALED BY SPIKES anyway (if Cloyster runs Spikes. If not, it gives my team an extra turn, and those are oh so delicious anyway).As much as I love Grumpig on this team, I feel like of all the Pokemon listed so far Grumpig might need the most work. Suggestions encouraged!
Drifblim @ Weakness PolicyAbility: UnburdenEVs: 252 HP / 140 Def / 116 SpDBold Nature- Ominous Wind- Stockpile/Disable- Minimize/Recycle- Baton PassC:This Drifblim was a piece of work. Really the only thing that can shut it down is a hazing move like Haze or Clear Smog. If Drifblim has enough Minimizes in there, it can dodge Roar/Dragon Tail/Circle Throw/Whirlwind. Minimize + Stockpile is a nasty combination, especially on a high HP Pokemon like Drifblim, who can absorb hits like a champion. Baton Passing those boosts to a teammate usually spells the end (usually from forfeit, from my experience ;p). Ominous Wind is there so that Drifblim can, if Taunted, still gets some hits in and still potentially get some boosts in. Ominous Wind has a chance of raising Speed, too, meaning that Drifblim has a chance of Baton Passing to one of its slower teammates like Trevenant or Snorlax (even without the Speed boost, max Stockpile + even 1 Minimize makes any of her teammates almost unbeatable).Disable can be used over Stockpile, shutting down Choice users and granting Drifblim a free turn to use Minimize. An alternative to Disable + Minimize is Stockpile + Recycle. With the Stockpile buffs, it encourages the opponent to use super-effective moves. If the enemy hits Drifblim with a super-effective move, that's a free +2 to Atk and Sp.Atk. Recycle allows Drifblim to use it again, so if the enemy tries to take Drifblim down again with a super-effective move, that's another free Weakness Policy boost, taking Drifblim's stats to +4 Atk and +4 Sp.Atk. The main issue with Recycle Drifblim, however, is that it doesn't get reliable healing, so if Drifblim is hit super hard it's forced to Baton Pass early.Drifblim having Stockpile makes Snorlax's Stockpile redundant, which means that Snorlax's Stockpile can be exchanged for something like Recycle which allows Snorlax to use Rest again without fail. Or, Snorlax can replace Stockpile with another attacking move like Earthquake or even Focus Punch thanks to Minimize.