Thread: Hurricane ☂!
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Old Jan 11th, 2013, 3:01:56 PM   #8
Novaray
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Quote:
Originally Posted by Fat duke3528 View Post
honestly this team is very good. I think I might be able to help with your two problems. I recomend forretress over tentacruel. The set I recomend is

Forretress @ Leftovers/ Shed Shell
Trait: Sturdy
EVs: 252 HP / 80 SDef / 176 Def
Relaxed Nature
- Stealth Rock/ HIdden Power (ICE)
- Rapid Spin
- Earth Quake
- Volt Switch/ Hidden Power (ICE)

Forretress can help with jirachi with earth quake while jirachi cant do to much back and can also volt switch on in comming keldeo. if you give him stealth rock you can change jirachi to a calm mind which will help with keldeo or scarf variant of your own to revenge kill. If you keep stealth rock on Jirachi than hp Ice helps with gliscor landorus and all the dragons out therewhile still being able to rapid spin like tentacruel.

The last thing I recomend is sleep talk over air slash on tornadus. That way you have a member that can take sleep and having two flying moves on tornadus is alittle redundant. I think the changes will help you out alot. Good luck on your team
Thanks man! I'll definitely try out Sleep Talk over Air Slash on Tornadus-T again as this has been a common recommendation. As for the Forretress suggestion, the main reason I did not choose to use him is because he is dead weight in a lot of games. Tentacruel helps me beat some things like Jellicent and Scizor that could trouble my team.


Quote:
Originally Posted by Fat pNdA View Post
Hi Nice Team there I see a slight weakness to Breloom so I would recommend Sleep Talk>Air slash on your Tornadus-T as nothing really appreciates a spore from breloom and then it will get at least one kill. So, that is all Great Team and Luvdisc'd
Thank you! Ya, I will definitely be testing out Sleep Talk again as it seems to be a common suggestion.


Quote:
Originally Posted by Fat Trinitrotoluene View Post
I love you, and I love this team, but get my name right, please. Anyways, this team is solid, bearing some similarities to my own Deep Sea of Mare, and its weaknesses, while somewhat significant, are also uncommon, so you don't need to worry about them as much, and when I take a look at your team, it's evident that you've tried your best to overcome these weaknesses without compromising. So, first change that I would recommend is to change Air Slash to Sleep Talk on your Tornadus-T. This small change gives your team effective sleep fodder and an amazing counter to Breloom and Amoonguss, both of which provide small problems for your team to deal with, especially since your main counters to the both of them are Tornadus-T and Mamoswine. Also, I'm taking this a verbatim from your OP: "[Air Slash is] a nifty surprise to beat Ninetales and win the weather war early as most Ninetales would just expect you to U-turn out, not willing to chance a 50% Hurricane, but gets promptly 2HKO’ed by Air Slash." You already have very reliable methods for besting Ninetales (see: defensive Politoed, Mamoswine [for slower variants], SubToxic Tentacruel), and you don't really need Air Slash as another countermeasure for Ninetales.

The changes suggested in this paragraph are entirely optional, and are not mandated in any way, shape, and / or form. Something that you could also try out (even though you will probably object to this) is offensive Starmie over Tentacruel. This change gives your team a more solid answer to SubCM Keldeo, thanks to Psyshock and a greater Speed stat, as well as opposing Mamoswine, which can really tear your team a new one once Politoed is weakened. Starmie also works well with Breloom since it is massive Pursuit bait, giving Breloom many more opportunities to switch in and wreak havoc with its powerful attacks; much of the same can be applied to Jirachi, since Starmie appreciates Wish support, and Jirachi appreciates having hazards off the field. In addition, if you opt to use Thunder over Recover on the Starmie set listed below, Starmie can be used as an alternative answer to bulky waters that Breloom doesn't like taking on. A summarized list of changes can be found below.

Set:

Starmie @ Life Orb | Natural Cure
Timid | 4 HP / 252 SpA / 252 Spe | 0 Atk
Surf | Psyshock | Recover | Rapid Spin


Nitpicks:
    • Air Slash ----> Sleep Talk
  • ----> *


Anyways, this is an cute and excellent team made by an even cuter and more excellent user. I love it, even though you got my name wrong on your shout-out list. Also, before I forget, Luvdisc'd!
Thanks TNT! Ya that Starmie idea is actually a great suggestion so I will definitely test it. The one thing I will miss is that Sub+Toxic Tentacruel can actually beat Jellicent which is a spinblocker that can give some trouble to my team. But the ability to beat Gengar more easily is certainly move the tradeoff and will be extremely helpful for Sub+CMers.



Quote:
Originally Posted by Fat Groudon ex View Post
An alternative to alleviating your Mamoswine weakness somewhat would be to change Tentacruel's EV spread to 204 HP / 208 Def / 96 Spd. You'll lose some bulk, but with this spread you can outspeed Jolly Mamoswine and KO it with Scald before it can use Earthquake.
Thank you for the suggestion! I didn't face many Mamoswine while using this team and the ones I did were usually the Sash Lead variant so I wasn't really aware of my weakness to it. I'll definitely give your spread a whirl!
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