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On The Defensive (updated 02/26/09)

It is likely in your best interests to know the most capable defensive walls that DP has to offer, in addition to the offensive threats. This is to ensure that, while formulating your strategy and your team, you do not unintentionally let any two pokémon easily wall the majority of your team.

I say “two” because very rarely is it the case that one pokémon can wall an entire team (unless it’s a mono-type or –species team, and even then one pokémon shouldn’t wall it if it’s actually a well-crafted team). A solid defense is usually built around two or more pokémon whose respective typing, superb defensive Base statistics, appropriately configured Natures and Effort Values, and often Abilities all combine to create a nearly impenetrable defensive powerhouse.

The best example of this is the Advance generation’s “Blisskarm”, or “SkarmBliss” — no matter the moniker, chances are very likely you know this combination by name or have at least faced it in battle.


Blissey@Leftovers
Trait: Natural Cure
EVs: 148hp/252def/4spd/104spatk
Nature: Bold
- Ice Beam
- Seismic Toss
- Softboiled
- Thunder Wave

Skarmory@Leftovers
Trait: Sturdy
EVs: 252hp/252def/6speed
Nature: Impish
- Drill Peck
- Rest
- Spikes
- Whirlwind/Roar


An Advance team comprised of the standard sets for Jolteon, Milotic, Alakazam, Tauros, Swords Dance Heracross and Curselax would fail pretty badly against any team employing the Blisskarm strategy. The former half would be effectively walled by Blissey, and the latter half would be likewise hard-pressed to put much of a dent into Skarmory. Anyone using this team would have to fall upon the “last poke Curselax” strategy to have any chance at winning. And even then, the Blisskarm user could be using a Choice Band Metagross with Explosion to deal with that even if Skarmory’s Roar/Whirlwind would fail, or otherwise utilize the sheer power in numbers to overpower his or her opponent’s final pokemon.

This is the most basic idea behind what a “defensive threat” is, and you need look no further than the “No SkarmBliss” that graced the user information of countless novice battlers on NetBattle, or the popularity of Magneton (Magnet Pull for Skarmory) and Choice Band Dugtrio (Arena Trap for Blissey) to know how effective it was in general.

In DP, this combination isn’t quite as formidable thanks in large part to the physical/special attack split. A few pokémon that are great examples of why Blisskarm isn’t as effective as it was in Advance:


Metagross, whose Thunderpunch is now physical and runs off of 135 Base Attack, which suits it much better than it did in Advance when it was rare that one would actually use Thunderpunch on Metagross even in spite of the fact that it did more than this physical Thunderpunch does in DP

Alakazam, who gained the 120 Base Power Fighting-type special Focus Blast, which can 3- or even 2HKO Blissey coming from 135 Base Special Attack

Heracross, who gained the 120 Base Power Fighting-type physical Close Combat, which can 2HKO Skarmory with a Choice Band where Advance’s Brick Break could not and without necessitating a switch as the 150 Base Power Focus Punch did and still does

Porygon-Z, who can literally at least 2HKO everything in the game thanks to Nasty Plot, its Adaptive ability that makes its STAB 2× instead of 1.5× and allows it to 2HKO Blissey with some Attack EVs and Return, and a now-special Hidden Power Fighting (for Rock/Steel types that 4× resist Normal)


In addition to these pokemon that exemplify why a rigid Blisskarm strategy would be doomed to fail in DP, there are so many additional offensive ones to be found in the threat list here that you may find it impossible to cover every single Pokemon on there. While this is indeed a very tough endeavor, it does help to at least make sure you don't go down without a fight. You can't cover them all, so try to come as close as possible!

While it is not my intention to suggest that you try to pick 6 Pokemon from this list to try and hide against every threat in the game (both because it limits creativity and usually leaves you without the much-needed offense on your team) I do recommend looking over this threat list mentally or physically when making teams to see if you can actually make your way past a stall team and of course, to see if there's something you could use for your team.

Credit for the summaries of these defensive threats goes to Mekkah.

Format

Name - Base HP/Base Def/Base SpDef
Typing. Notable characteristics and strategic summary

Blissey - 255/10/135
Normal. The single best Special wall in the game, as the stats suggest. Softboiled or Wish can get it to recover that immense HP once in a while, Natural Cure makes sure status effects are no problem. Heals the team with Aromatherapy, can use Toxic or Thunder Wave for status and attack with high diversity, optionally boosted by Calm Mind, or bounce back a huge hit with Counter.

Bronzong - 67/116/116
Psychic/Steel. Basically it is a lot like Claydol with Metagross/Jirachi typing. It has the choice between two defensive traits, where Levitate is usually picked over Heatproof. It only has one effective weaknesses, and an extreme amount of resistances, most notably Dragon, Flying, Rock and Ground if it has Levitate. Can use Hypnosis, Stealth Rock and Reflect/Light Screen effectively, or use attacks to take some Pokemon one on one. Earthquake for Electivire, Grass Knot for Rhyperior, Charge Beam for Gyarados, and Gyro Ball for anything it's neutral on and fast enough to damage - examples are Salamence and Gengar.

Celebi- 100/100/100
Grass/Psychic. A Pokemon about as tough as Blissey thanks to the same Recover + Natural Cure syndrome. Resistance to Ground, Fighting, Electric and Water and an immense supporting movepool in Leech Seed, Heal Bell, Baton Pass (Calm Mind, Substitute, Swords Dance), Reflect, Perish Song, and Thunder Wave. The only thing that lets it down is 7 weaknesses, among others one to Pursuit.

Cradily - 86/97/107
Grass/Rock. While offensively retarded, Cradily's defenses are extreme, especially when you consider it cannot be phazed (due to Suction Cups) and it doesn't lose any health from Sand Stream - in fact, it gains a 50% Special Defense boost from it. It gets Mirror Coat to bounce back strong Special hits (like Ice Beams), Sand Stream may hinder that. Usually its only "offense" is Toxic, Confuse Ray, Stealth Rock or a super effective attack, though, unless it is using a Swords Dance set with Earthquake and Stone Edge/Rock Slide. It can make a pretty decent Electric counter as long as said Electric's name isn't Electivire.

Cresselia - 120/120/130
Psychic. One of the most popular walls in existance, it shrugs off about anything with a focused EV spread and its Levitate trait. With such defenses, it can be tailored to counter about anything. Usually wards off Dragons with Ice Beam, whatever version they are, and Gyarados gets a deal of Charge Beam. Can Reflect/Light Screen easily, its only problems are lack of offense, weakness to Pursuit and lack of a good recovery move. Usually the latter problem is solved with Rest/Sleep Talk. Thunder Wave brings down many of its threats as well, especially Weavile.

Crobat- 85/80/80
Poison/Flying. Crobat is able to outspeed almost everything not carrying a Choice Scarf, and that alone helps him to contribute. When you factor in pretty much the fastest Hypnosis in the game (again, barring Choice Scarfers), Roost, U-turn and Taunt as treasured utility moves, there seems to be no reason left anymore not to try out Crobat. And then you factor in that the bat resists Fighting, Bug and Grass 4x while being immune to Ground, so you realize that he can serve as a very capable counter to threats such as Breloom and Heracross. Make sure to U-turn him out of harm's way and not to Roost on an Earthquake, and he will be quite fine.

Donphan - 90/120/60
Ground. Anything you would expect from a utility-based Ground-type. It can set up Stealth Rock, Rapid Spin, and Knock Off effectively and quickly ward off Dragons with Ice Shard if need be. Its 120 attack Earthquake usually is not going to sweep teams, but does a nice job on Tyranitar, who it can counter nicely.

Drapion - 70/110/75
Dark/Poison. At first sight, Drapion looks rather mediocre on paper to use defensively. Only average HP and SpDef means he completely relies on his 110 Def, and while his typing has only one weakness, it is to one of the most common attacking types out there (Ground). Where Drapion really shines is support moves: Knock Off, Whirlwind, Taunt and Toxic Spikes are all sought-after assets that other defensive monsters would kill to have. With the possibility of being totally immune to Critical Hits (thanks to his Battle Armor trait) and the option of a STABed Pursuit from a good 90 Attack, he can be a nearly foolproof counter to Psychics. What also makes him very worthy of including him in your squad is his ability to absorb any Toxic Spikes your opponent may have set simply by switching in

Dusknoir - 45/135/135
Ghost. Immunities to Fighting and Normal and immense defenses are what places Dusknoir at the top (it certainly isn't that 45 base HP). He can easily be tailored to counter Infernape and Electivire with Earthquake, or a Dragon with Ice Punch, or about any Psychic with Shadow Punch, or Heracross with Fire Punch - the possibilities are endless. An easy switch into Staraptor, Tauros and many Fighters. The Pursuit weakness is what breaks him most of the time.

Empoleon - 84/88/101
Water/Steel. While an Earthquake weakness makes it unfit for the "bulky Water" role, it makes a pretty good Special wall and it can lay down Stealth Rock and abuse it with Roar or Yawn. It's one of the best switches you can wish for into a Choice Specs Salamence, as well.

Forretress - 75/140/60
Bug/Steel. Like Scizor it is only weak to Fire and has a gazillion resistances. Forretress can set up Stealth Rock, Spikes or even Toxic Spikes, Rapid Spin away opposing Spikes and Explode when done. It has little to no offensive capabilities besides that and Gyro Ball, but it can Counter effectively and support with Reflect/Light Screen. Forretress is also capable of countering Gyarados in a pinch with Zap Cannon.

Gliscor - 75/125/75
Ground/Flying. The best, if not the only, Heracross counter in the game, and generally a great physical wall with two immunities to very common attacking types (Ground and Electric), it resists Bug and Fighting while taking neutral damage from Rock and can recover HP with Roost. Stealth Rock and Knock Off are there for utility, it can Baton Pass Rock Polish, Substitute and Swords Dance nicely or use these for itself with STAB Earthquake and Aerial Ace, complimented by the elemental fangs. And thanks to Sand Veil, Gliscor also enjoys benefiting from the ever-present Sand Stream, let alone not taking any damage in a sandstorm.

Gyarados - 95/79/100
Water/Flying. Intimidate and resistance to Megahorn and Fighting moves in addition to an Earthquake immunity makes this a good switch-in on many threatening physical attackers such as Salamence, Infernape, Heracross and even other Gyarados. You need to watch out for Stone Edge/Thunderpunch when appropiate and be sure to Spin away Stealth Rock when relying on Gyarados as a wall. Can also use Rest-Talk effectively for walling. With its offensive diversity in Ice Fang, Earthquake, Waterfall, Avalanche and Stone Edge (which it needs to counter these mentioned Pokemon appropriately) Gyarados can also easily set up Dragon Dances and sweep, Taunting status and Haze/Roar/Whirlwind when needed.

Hariyama - 144/60/60
Fighting. Arguably the best switch into Blissey in the game with high HP, Guts to absorb status or Thick Fat for Ice Beam and the choice of many different Fighting assaults (Cross Chop, Close Combat and Force Palm). With Thick Fat also makes a splendid switch into Weavile without Aerial Ace, and Tyranitar has a tough time getting past it as well, both thanks to the awesome resistances of the Fighting type. Knock Off, Fake Out and Whirlwind give some utility while Counter can catch a heavy hitter off guard. It can also Bulk Up and use elemental punches, Earthquake, Rock Slide and Stone Edge.

Heatran- 91/106/106
Fire/Steel. The only Pokemon in existence that is resistant to the Dragon/Fire attacking combo, and by far the best Weezing counter in the game. It absorbs any kind of Fire hit with Flash Fire, and if this happens it gladly returns the favor in the form of a STABed, Flash Fire boosted 130 Special Attack Lava Plume, Fire Blast, Overheat or Flamethrower. Its resistances make it a good switch into threatening forces such as PorygonZ, Azelf and Choice Specs Salamence. If it finds the time it can set up Stealth Rock, and Will-o-Wisp or Roar things. One thing to be wary of when using Heatran to wall things is the nasty weaknesses, in particular the 4x one to Earthquake and other Ground moves.

Hippowdon - 108/118/72
Ground. Pretty much the best balanced physical wall out there thanks to Slack Off. It can absorb even Heracross' STAB hits and Slack them Off. Lays down Stealth Rock with no problems, and can Roar anything that tries to set up on him. Earthquake from 112 base Attack hurts what it's supposed to, and it can use elemental fangs for things that it wants to hit hard (Salamence/Gliscor can be dealt with with Ice Fang, Gyarados with Thunderfang, etc). An extreme nuisance and a veteran player on stall teams, mostly because of the Sand Stream trait it shares with Tyranitar that effectively nulls most Leftovers recovery, hurts anything that doesn't have Leftovers and boosts the Special Defense of Rock-types.

Jirachi- 100/100/100
Steel/Psychic. It shares Metagross' awesome typing and can use it to be an utility Pokemon extraordinaire with Reflect, Light Screen, Stealth Rock, U-Turn and Wish at its disposal. Zen Headbutt and Body Slam allow it to utilize Serene Grace, or use elemental punches. It can also attack well from the Special side and tank with Calm Mind, followed by a sweep from Psychic, Thunderbolt, Thunder and/or Grass Knot.

Latias - 80 / 90 / 130
Dragon / Psychic. Excellent special wall, as its stats and typing suggest. Additionally, its unique typing and decent physical defenses allow Latias to stand up to physical or mixed threats like Infernape, Breloom, or Gyarados. Its ability, Levitate, also allows it ample opportunities to switch in. Access to a variety of recovery options makes her difficult to take out, including: Roost, Recover, and Wish. Also she has access to a wide variety of team support options including: Thunder Wave, Reflect, Light Screen, Safeguard, Roar, or Psycho Shift. Latias is no slouch offensively either sporting a base 110 Special Attack and Speed alongside an impeccable offensive move pool with options such as Draco Meteor, Dragon Pulse, Surf, Thunderbolt, and Grass Knot. Can also use Calm Mind to set up a sweep.

Ludicolo - 80/70/100
Grass/Water. Unique typing that shrugs off Water hits as well as Earthquake, making a Thunderpunch or HP Electric Ludicolo a very good idea for countering Gyarados. Leech Seed and Toxic allow it to support and sap HP, attacks with Surf, Energy Ball/Grass Knot and/or Ice Beam as well. Can run a Swift Swim set with Rain Dance rather effectively too.

Machamp - 90 / 80 / 85
Fighting. Decent defenses when coupled with No Guard DynamicPunch (which guarantees confusion against the target) or Guts Close Combat can make Machamp not only difficult to take down, but he pack quite a punch too. Rest / Sleep Talk are often used to increase Machamp's overall survivability and makes Machamp a fairly reliable counter to Tyranitar.

Magnezone - 70/115/90
Steel/Electric. Traps every Steel Pokemon foolish enough to leave the house without a Shed Shell, and provides a nice list of resistances including the famed Thunderbolt/Ice Beam combo. Magnet Rise makes it very tough to take down if Earthquake is relied on. Can set up Reflect/Light Screen and paralyze with Thunder Wave.

Mesprit - 80/105/105
Psychic. The balanced pixie, but plays defensively quite well, again Levitate helps this. Has roughly the same offensive movepool in U-Turn, Grass Knot/Energy Ball, Psychic, Thunderbolt/Charge Beam, but it has access to the infinitely useful Ice Beam as well as Calm Mind. This one, too, can set up Thunder Wave, Trick Room, Reflect, Light Screen and Stealth Rock, though it can't Yawn. Packs more of a punch than Uxie, but is less sturdy.

Metagross - 80/130/90
Steel/Psychic. Great defensive typing AND defenses. Metagross' offensive typing with Meteor Mash isn't that amazing anyway, but it does do a good job at walling Weavile and Staraptor while also resisting Dragon. I am just listing it for that reason - while Metagross can go for a defensive moveset with Reflect, Light Screen, Stealth Rock, Rest/Sleep Talk and such, you should just look into its offensive movepool nonetheless (ThunderPunch, Meteor Mash, Earthquake, Rock Slide, Explosion) because otherwise you are just using a bad Bronzong/Jirachi.

Milotic- 95/79/125
Water. A very sturdy Pokemon, in no small part thanks to the Marvel Scale ability that gives it a 50% Defense boost when afflicted by status. That and Recover make it quite difficult to OHKO. Still, Recover and Marvel Scale can only goes so far to make up for its raw defensive stats and so it makes only an average counter at best to threats like Tyranitar, Lucario, and Salamence due to its tendency to get (nearly or completely) 2HKOed after a boost, but it can switch in on the weaker Grounds like Donphan all day long. Hypnosis allows it to disable at least one threat on the switch.

Miltank - 95/105/70
Normal. Miltank can be compared to Blissey, except it is more balanced and takes physical hits instead. It does this quite nicely, can paralyze with Body Slam/Thunder Wave, totes Heal Bell and Curse, and shrug off sustained damage with Milk Drink. Usually not a good attacking threat due to an average-at-best 80 Attack, but don't entirely write it off as an offenseless Pokemon because it gets Earthquake and Hammer Arm to toy with.

Porygon2 - 85/90/95
Normal. The new D/P Trace allows Porygon2 to effectively backfire Gyarados/Salamence Intimidates. Coupled with Recover and its decent defensive stats and the ability to use both Thunderbolt and Ice Beam from high Special Attack, it makes a great counter to them, especially Gyarados. Thunder Wave/Toxic is often used to inflict status.

Regirock - 80/200/100
Rock. Has Defense so huge that it can even absorb Earthquakes sometimes, making it a splendid safe switch into any Normal attacker. Thunder Wave and Stealth Rock are its main supporting options, but it can also pack a punch with Cursed Stone Edge/Rock Slide, Earthquake, elemental punches and of course Explosion. With a Sandstorm boost, it can easily take on about every competitively used Electric. Counter can work because of aforementioned defense enabling it to take things like Dragon Danced Earthquakes

Registeel - 80/150/150
Steel. A virtually offenseless Pokemon due to lack of great attacking moves and only average-at-best attacking stats (75 each), but like the other Regi's it can Counter, Explode and Stealth Rock effectively. Ice Punch can hit the Grounds it can't paralyze. Can also use Curse. Mostly useful because of its resistances, a great switch into PorygonZ.

Rhyperior - 115/130/55
Rock/Ground. A defensive powerhouse that earns most credit with its trait, Solid Rock, which reduces super-effective damage by 25%. Combined with immense HP and Defense as well as the 50% Special Defense boost from Sand Stream, it shrugs off almost anything not Water or Grass. Can set up Stealth Rock, pHaze with Roar, or absolutely wreck with good offensive capabilities.

Rotom-A - 50 / 107 / 107
Electric / Ghost. Excellent typing along with its ability, Levitate , gives it useful immunities to Fighting, Normal, and Ground and resistances to Steel and Flying. Solid defenses allow it to take hits from both ends up the attacking spectrum. It has access to support option like Will-O-Wisp, Reflect, Light Screen, Thunder Wave, and Discharge. Depending on the forme, it may also carry one of Overheat, Hydro Pump, Leaf Storm, Blizzard, or Air Slash.

Salamence - 95 / 80 / 80
Dragon / Flying. Intimidate and handy resistances to Ground, Fighting, and Bug. Can be EVed to take both physical and special hits quite well. Access to a fast Roost, in particular when used with Dragon Dance, can make Salamence difficult to take down. Can also occasionally support the team with Wish. Salamence is no slouch offensively either with a base 135 Attack, 110 Special Attack, and 100 Speed. Furthermore, with access to Dragon Dance and high-powered STAB moves such as Outrage and Draco Meteor; Salamence can be both a threat offensively and defensively.

Scizor - 70/100/80
Bug/Steel. Excellent typing that allows it the luxury of having only one weakness. Can scout with U-Turn, kill something weak that switches with Pursuit or something that doesn't with Quick Attack and Bullet Punch helped by Technician. Can Baton Pass Iron Defense, Swords Dance, Substitute and/or Agility or use them himself with his good 130 Attack. May recover HP with Roost without it affecting his typing.

Shaymin - 100/100/100
Grass. Usually forgotten in the existence of Celebi and Tangrowth, but good enough to prepare against. Natural Cure Rest, good overall defenses and lack of a Pursuit weakness in combination with a 100 speed Leech Seed combined with a 101 HP Substitute makes it quite comfortable in your defensive line-up. Its personal move Seed Flare may have a crappy attacking type, but it can put a hurting if you happen to not resist it, and the 40% chance for the opponent's Special Defense to drop two stages is nothing to scoff at. Access to Air Slash, Earth Power, and Hidden Power can make Shaymin a decent offensive Pokemon as well.

Shuckle - 20/230/230
Rock/Bug. With 10 in both attacking stats, this could easily be called the most lopsided Pokemon out there. Do not be fooled by his horrid 20 HP, as he is arguably the best mixed wall out there, as long as you invest significantly in HP and Def and let the sand rage through the arena. Shuckle's main utility comes from Stealth Rock, Toxic, Knock Off and Encore, all of which it can do very effectively. Encore in particular is an important trump card of his, as it stops him from being set-up or Sleep Talk bait. Other uses include Wrap and Safeguard for a semi-Wobbuffet effect.

Skarmory - 65/140/70
Steel/Flying. Ever since GSC it has been the premiere physical wall of choice and little has changed. Immune to Earthquake and resistant to about everything else, posesses the unique ability to Spike AND phaze, making it difficult to get past. Uses Roost to restore HP and often holds Shed Shell to prevent it from being trapped by Magnezone. Alternatively it can set up Stealth Rock.

Slaking - 150/100/65
Normal. Slaking's stat lay-out screams "wreck stuff", which is exactly why it is a nice Pokemon to play defensively thanks to the immense HP combined with a nice 100 Speed. It can switch in on about anything at least once or twice and hit them with a super effective hit or, failing that, an extremely powerful Return or Double-Edge and OHKO more often than not. A great example is Gyarados, who can hardly do anything to Slaking but gets hit by a ThunderPunch.

Slowbro - 95/110/80
Water/Psychic. A premiere "Bulky Water" with the ability to take physical hits and shrug them off with Slack Off. It can paralyze with Thunder Wave, scare off Dragons with Ice Beam and sometimes Gyarados with Hidden Power Electric. Also has access to Fire Blast and Flamethrower. Occasionally sets up Calm Mind or Trick Room.

Snorlax - 160/65/110
Normal. While not as good at Special walling as Blissey due to lack of Natural Cure, Softboiled and overkill HP/Special Defense, Snorlax is still able to laugh at many Special Attacks and can actually pack a punch with its huge physical movepool, which contains Body Slam, Return, Earthquake, Crunch, Superpower, Fire Punch and Selfdestruct. As well as Fire Blast for Steels. Curse, Rest and Sleep Talk variations can make it hard to take out quickly.

Spiritomb - 50/108/108
Dark/Ghost. Another Pokemon with the low HP/high defenses syndrome. Quite similar to Dusknoir, except with no weakness to Pursuit, or anything for that matter. Relies on Pain Split for recovery, and uses Pursuit and Sucker Punch to put opponents in checkmate position. Can Calm Mind or Nasty Plot to boost its okay Special Attack and go on the offense with Dark Pulse and Shadow Ball. Will-o-Wisp and Hypnosis disable opponents, and its Pressure trait allows it to outstall things like Blissey easily. Can be completely overrun with the right use of the move Substitute, however.

Starmie - 60/85/85
Water/Psychic. Its defensive stats may look a little lackluster, but it's the high speed Recover and Rapid Spin that makes Starmie a true asset to the team. Can take on Gyarados rather reliably with Thunderbolt due to Waterfall resistance and has access to Ice Beam for additional coverage. Thunder Wave, Reflect and Light Screen are other supportive options.

Suicune - 100/115/115
Water. Takes most neutral hits as if it is nothing, though it can't switch in on extreme powerhouses like Choice Band Heracross or Tyranitar, or Choice Specs Salamence. It lacks the reliable recovery move that Starmie, Slowbro and Milotic all possess, but can be quite threatening once it starts setting up Calm Mind. It can Rest/Sleep Talk nicely, and throw Roar in the mix for Spikes/Stealth Rock abuse. Probably the best user of the Pressure trait, with a little bit of luck it can run Stone Edge out of PP.

Swampert - 100/90/90
Water/Ground. A bulky Water with about the same purposes as the others, except it is resistant to Stealth Rock and Rock in general, and immune to Electric and Sand Stream. This comes at the price of being 4x weak to Grass and not having a reliable Recovery move, but it more than compensates with the ability to lay down Stealth Rock, use Roar, counter non-Grass move Electrics, take on Tyranitar, Aerodactyl and other scary Stone Edging attackers and use a STABed Earthquake, boosted by Curse if desired.

Tentacruel - 80/65/120
Water/Poison. Tentacruel is an effective user of Toxic Spikes that can switch into most Water-type and set them up. It also can utilize both Rapid Spin and Knock Off. Its oft-overlooked 100 Base Speed also helps it to move faster than many other defensive threats.

Togekiss - 85/95/115
Normal/Flying. A maniac supporter in itself that may very well sweep your team with a bit of luck due to Serene Grace, paralyzing possibilities with Thunder Wave/Body Slam and the 60% flinch Air Slash. Its Stealth Rock weakness is amended with Wish, Roost or Softboiled to recover HP. Can set up Nasty Plot OR use Tri Attack as well. Encore can also be an annoyance against slower Pokemon.

Tyranitar - 100/110/100
Dark/Rock. Mostly known as an offensive Pokemon, Tyranitar also makes a very potent counter to many Psychic threats due to immunity to their STAB, resistance to Fire, capability to use STAB Crunch/Pursuit and the 50% bonus to Special Defense thanks to auto-Sand Stream. This ongoing Sandstorm causes for quite a lot of residual pain. While much, much rarer than the Dragon Dancing, Choice Banding or mixed attacking Tyranitar, it can Roar as well.

Umbreon - 95/110/130
Dark. Umbreon posesses one of the most dangerous combo's in the Pokemon world in Mean Look, Baton Pass and Taunt, and has the defenses to actually trap something, Taunt phazing attempts and Baton Pass out to a more desirable counter which can proceed to set-up and/or destroy. Can also Baton Pass Curse and can recovery from and pass Wishes. STAB Pursuit can hurt frail Ghosts such as Gengar, but other than that Umbreon is restricted to indirect offense with Yawn, Toxic or Charm.

Vaporeon - 130/60/95
Water. Stands out as a bulky Water thanks to Water Absorb and Wish. Can Baton Pass extremely high HP Substitutes or Acid Armors, and uses Wish to heal itself and the team. Protect is often used in tandem with Wish because it is tough to heal yourself on Wish alone.

Walrein - 110/90/90
Ice/Water. Mostly useful in tandem with Abomasnow and its Snow Warning, Walrein can overcome its weakness to Stealth Rock thanks to its Ice Body ability that allows it, with Protect, Toxic, Substitute and Roar in its arsenal, to be an annoyingly sturdy wall. It gains 12.5% of its HP with every turn in the Hail because of Ice Body and Leftovers, and can accomplish this often when it uses Protect. Walrein can also utilize Curse, Rest and Sleep Talk effectively. Along with Abomasnow, Walrein sometimes enjoys the outside support of a Toxic Spikes user to free up one of its own moveslots.

Weezing- 65/120/70
Poison. Highly useful anti-physical attacker due to great Defense, Will-o-Wisp to halve attack and cause residual damage and Haze to erase stat boosts. Often hailed as one of the very few real Heracross counters due to resistance to Megahorn and Close Combat while not being weak to any of Heracross' other moves. Immune to Earthquake due to Levitate ability. Can go toe to toe with Gyarados with Thunderbolt and other top physical threats.

Zapdos- 90/85/100
Electric/Flying. Stripped off its former glory as a 100% Gyarados counter due to Stone Edge, the physical Waterfall and the addition of Stealth Rock, but nonetheless a very effective counter to Metagross as long as it doesn't run into Rock Slides. Roost keeps it alive, and Zapdos can get in a Substitute or Agility to Baton Pass around rather easily. Can also use Light Screen to take special hits better. Zapdos is also the only decent counter to Togekiss and the threat it poses behind Nasty Plot and Air Slash/Aura Sphere.
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