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  1. Sigilyph

    I've always had pretty good success using Sigilyph. I use Smeargle @ white herb to Baton Pass a shell smash and sometimes a coil also to him. Heres the set I run: Sigilyph @Flame orb Magic Guard Modest Nature 252 spa, 252 spe, 4 hp Stored Power Psycho Shift Shadow Ball HP Fire/Ice/Dragon...
  2. CAP 12 CAP1 - Part 5a - (Ability Discussion)

    For me, Trace seems like something excellent. Come in on any weather sweeper, and jack the only thing they got ahead of you? Also, there are several common abilities that it could take from any given team to help put a stopper on their momentum, such as, Magic Guard, Prankster, Flash Fire, Thick...
  3. CAP 12 CAP 1 - Part 4 -(Stat Limits)

    Long time lurker, first time poster in CAP. :) I really enjoy the idea of a momentum based poke, and for something like that to work, it needs good bulkiness, and decent attacking stats on both sides. This way, it can have a wide variety of switch ins and also have a great ability to deal with...
  4. Creative (and good) Movesets (READ THE OP FIRST)

    I really like bulky fire types, but what is this really doing over an Arcanine anyways? No priority, and no recovery is kinda scary on a bulky poke. Also, what is the 36 speed Ev's helping you outspeed? Also, IMO, with a calm mind set, you shouldn't put any Ev's into special defense, since it...
  5. Togekiss

    Gimmick Togekis FTW Modest (252 Hp/ 160 Def/ 96 SpA) Serene Grace @ Leftovers Thunder Wave Ancient Power Silver Wind Ominous Wind T-wave then spam and pray for boosts. Hehe. It is strictly for fun... and people will never see it coming... But it is extremely unreliable. Luck is fun.
  6. Cofagrigus

    I've been using this set to moderate success on my toxic spikes stall team. Desukan @Red Card Modest Nature 252 HP/88 DEF/ 168 SPDEF Nasty Plot Energy Ball Evil Eye/Shadow Ball Trick Room I use the free turn that red card gives me to either TR or NP, then proceed to demolish a few pokemon...
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