Here's a warstory featuring this team!
AND HERE IT IS!
Omastar (F) @
Trait: Swift Swim
EVs: 252 HP / 4 Def / 252 SAtk
Modest Nature (+SAtk, -Atk)
Omastar is a suicide lead who can also nab an early KO or two. Omastar has great physical bulk, so the HP EVs are maxed out so that he can survive onslaughts from pokemon like Scizor. However, Omastar is not specially bulky and is very weak to grass attacks, so a focus sash is necessary. The SpAtk EVs and Modest nature are to ensure an OHKO on most Hippowdon leads. Earthpower is to cover those poison types that try to absorb the spikes, and it also gets coverage with Ice Beam. The main purpose of this set is Toxic Spikes, however. The toxic stalling allows me to wear down the opponent slowly.
SYNERGY:
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CHANGES:
There's a good chance I'll change this to a Nidoking, but then again, I like Omastar's bulk.
There's a good chance I'll change this to a Nidoking, but then again, I like Omastar's bulk.
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Jirachi @
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
Ahh, the star of the team. Jirachi is an absolute pain to face because of its flinch abuse. Iron Head and Zen Headbutt all have a flinch rate of 60%, making it very difficult to move. Jirachi can use Wish to heal off some of the Life Orb damage as well as heal its teamates. Jirachi can also use Protect to help it heal with Wish and also Toxic Stall. The EVs max out speed so that Jirachi can move first and so that Jirachi can hit hard.
SYNERGY:
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CHANGES:
Was considering a Trickscarf set, but it's not likely.
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Was considering a Trickscarf set, but it's not likely.
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Flygon @
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Thunderpunch
- Outrage
- Earthquake
-U-Turn
Flygon is the revenge killer of the team. I needed something with good synergy that could take out other important threats. Flygon's resistances and immunities are invaluable to the team. Flygon is immune to ground and immune to Electric. Furthermore, it resists Edgequake, meaning that it is a great Doryuuzu counter. Thunderpunch is there solely for Gyarados and rain abusers, as otherwise Water-types destroy me. I don't like Outrage, but Dragon Claw is too weak. Flygon's U-Turn is also extremely useful, as I can scout the opponent really well.
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
Flygon is the revenge killer of the team. I needed something with good synergy that could take out other important threats. Flygon's resistances and immunities are invaluable to the team. Flygon is immune to ground and immune to Electric. Furthermore, it resists Edgequake, meaning that it is a great Doryuuzu counter. Thunderpunch is there solely for Gyarados and rain abusers, as otherwise Water-types destroy me. I don't like Outrage, but Dragon Claw is too weak. Flygon's U-Turn is also extremely useful, as I can scout the opponent really well.
SYNERGY:
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CHANGES:
Not entirely satisfied, but Flygon fits the team. Power is kind of underwhelming, however. Try to help me find another pokemon that
1)Resists both Electric and Ground
2)Preferably resists Water
3)Can counter Gyarados and Doryuuzu
CHANGES:
Not entirely satisfied, but Flygon fits the team. Power is kind of underwhelming, however. Try to help me find another pokemon that
1)Resists both Electric and Ground
2)Preferably resists Water
3)Can counter Gyarados and Doryuuzu
Used to be:
Rotom-W @
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
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Infernape (M) @
Trait: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Mach Punch
- Fire Punch
- ThunderPunch
- Close Combat
Infernape is my late game sweeper, and a great one at that. Infernape can clean up after the rest of the pokemon have severely weakened the opponent. Infernape has incredible speed and power and even has powerful priority. He hits hard with his punches, as they are boosted by Iron Fist. His only problem is his frailty, but Jirachi can help that with Wish. Infernape is almost my dedicated Doryuuzu counter, as Mach Punch is an OHKO.
Trait: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
Infernape is my late game sweeper, and a great one at that. Infernape can clean up after the rest of the pokemon have severely weakened the opponent. Infernape has incredible speed and power and even has powerful priority. He hits hard with his punches, as they are boosted by Iron Fist. His only problem is his frailty, but Jirachi can help that with Wish. Infernape is almost my dedicated Doryuuzu counter, as Mach Punch is an OHKO.
SYNERGY:
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CHANGES:
I might want a mixed set, but this seems to be working and I don't want to give up any moveslots. Swords dance was suggested over Mach Punch, but Infernape never has time to set up anyway. I might put in Roobushin here, but its not too likely.
I might want a mixed set, but this seems to be working and I don't want to give up any moveslots. Swords dance was suggested over Mach Punch, but Infernape never has time to set up anyway. I might put in Roobushin here, but its not too likely.
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Rankurusu (F) @
Trait: Magic Guard
EVs: 252 HP / 128 Def / 128 SDef
Bold Nature (+Def, -Atk)
Rankurusu is the definition of bulky offense. Rankurusu soaks up hits and then retaliates with its powerful special attack. Rankurusu is capable of walling with its high defensive stats and Recover, yet it can also attack with its high special attack and powerful moves. It also takes no damage from Life Orb or from any kind of non-direct damage, which makes a huge difference. Rankurusu is my answer to Fighting types like Roobushin and to Nattorei (although Infernape can deal with it as well).
SYNERGY:
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CHANGES:
I kind of like the idea of a flame orb. It makes me a great Breloom counter and a great counter to Trick mons. We'll see.
I kind of like the idea of a flame orb. It makes me a great Breloom counter and a great counter to Trick mons. We'll see.
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Barujiina (F) @
Trait: Dustproof
EVs: 252 HP / 128 Def / 128 SDef
Bold Nature (+Def, -Atk)
- Whirlwind
- Roost
- Air Slash
- Dark Pulse
If you read the warstory, you know how awesome this thing is. When paired with Toxic Spikes, this thing slowly kills you by toxic stalling and by its own STAB attacks. It can withstand almost all attacks thrown at it and can phaze, heal, and attack. This thing sponges hits for the frailer members of my team while phazing, giving me time to switch those members back in. Barujiina is a fantastic mixed wall and really helps this team stall.
EVs: 252 HP / 128 Def / 128 SDef
Bold Nature (+Def, -Atk)
If you read the warstory, you know how awesome this thing is. When paired with Toxic Spikes, this thing slowly kills you by toxic stalling and by its own STAB attacks. It can withstand almost all attacks thrown at it and can phaze, heal, and attack. This thing sponges hits for the frailer members of my team while phazing, giving me time to switch those members back in. Barujiina is a fantastic mixed wall and really helps this team stall.
SYNERGY:
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CHANGES:
HP Fighting would work really well over Air Slash. I can hit Dory and Nattorei for SE Damage. Thoughts?
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HP Fighting would work really well over Air Slash. I can hit Dory and Nattorei for SE Damage. Thoughts?
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