|Jul 15th, 2012, 3:10:29 PM||#1|
Join Date: Jul 2012
Hey Smogon! I'm pretty new to this forum as well as to competitive pokemon and I looked through a couple of threads here and figured posting here would be helpful to me.
Now, while I say I'm fairly new I have been battling a fair bit and have found that my favourite tiers are RU and NU, and that I like to take a pokemon which isn't supposed to be too great and building a team around it. In this case, I chose a physically attacking Flareon, because I've always loved Flareon as a pokemon and as a special wall and wanted to do something different with it.
So here's my team right now:
Team Building Process
"Flameo" the Flareon @ Toxic Orb
EVs: 252Atk / 4SpD / 252Spe
Nature: Jolly (-SpA, +Spe)
Fire Fang replaced with Flame Charge
I count it a good day when this Flareon gets itself a kill! It's mostly used in the late game, or as a revenge killer with Quick Attack. I did used to use Flame Charge instead of Superpower, but that was mostly because I hadn't noticed Superpower on the move list, and Flareon can't really set up well with the Toxic damage racking up. Facade is Flareon's most powerful attack, tieing with Last Resort once the Toxic Orb has been activated. Superpower comes next, and is useful for hitting rock-types, or Cinccino on the switch. Fire Fang is Flareon's most powerful STAB attack... it's only really useful for hitting ghost types with. Finally, Quick Attack is a nice priority move which will deal reasonable damage on anything when Guts boosted and is probably my most used move on this set. I'd like to add that this poke is the one the entire team is based around, and thus I would rather not remove it.
"X" the Armaldo @ Lum Berry
Ability: Battle Armour
EVs: 252HP / 252Atk / 4Def
Nature: Adamant (+Atk, -SpA)
Swords Dance replaced with Aqua Tail
My Armaldo's job is to use Rapid Spin. Nothing more. Occasionally, he can be useful for hitting things on the switch and using Rock Blast to break subs, but that's about all. I originally had less EVs in HP and more in Speed, but I often found that all that would happen is Armaldo would have something faster switched in as I Span away hazards or Swords Danced, so I decided to give him a bit more bulk so that my spinner could stay alive for longer. This is also the reason I took Rocks off of him - now I feel I can just spin and switch out rather than being tempted to set up Rocks and wind up losing my spinner. The move I am most sceptical about on this list is Swords Dance, as I have yet to get any real use out of it. The Berry is mostly so that I can switch him into a Spore and still Spin - otherwise it is made mostly redundant by Heal Bell on Lickilicky, so Leftovers is a definite option.
"Empath" the Gardevoir (Lickilicky) @ Leftovers
EVs: 252HP / 4Def / 252SpD
Nature: Calm (-Atk, +SpD)
-Will-O-Wisp (Toxic/Body Slam, if Lickilicky)
-Psychic (Heal Bell)
Gadevoir may be replaced with Lickilicky (as a Special wall) as per WhiteDMist's advice in the future, but for now it will stay (the STAB Psychic is invaluable against Amoonguss and Sawk).
I have always loved Gardevoir as an offensive Pokemon in NU and RU... but I never realised what a good wall it could be! As far as I can see, this set is a very standard Specially Defensive Gardevoir. Wish is for recovery, protect is to receive the Wish safely. Will-O-Wisp is to ruin pokes that can wreck Gardevoir such as Absol and Sneasel. Psychic is just a general stab attacking move. I'm aware that some consider Synchronise to be the better Ability but, for me, the ability to Trace Sturdy, Water Absorb, Levitate and the like is invaluable.
"Drome" the Alomomola @ Leftovers
EVs: 252HP / 252Def / 4SpD
Nature: Impish (+Def, -SpA)
Alomomola was added in replacement of Lickilicky (as a Physical wall) as per WhiteDMist's advice.
Oh look, another Wish staller! Lickilicky's main job is to pass wishes around and take as much Physical punishment as it can. It is wrecked by a Close Combat by Choice Band Sawk and Superpower from Toxic Boost Zangoose, but luckily Gardevoir, Butterfree and Golurk give me options to take that. Originally, I was using Body Slam over Toxic on this set, but often found myself being out-stalled.
"Margerine" the Butterfree @ Choice Scarf
EVs: 252SpA / 4SpD / 252Spe
Nature: Timid (-Atk, +Spe)
Butterfree - my favourite Scarf-user in the tier. I use Butterfree in most of my NU teams simply because of it's ability to shut down major threats for the majority of the match with Sleep Powder. It can also be a good scout with U-Turn and can revenge kill Grass, Psychic, Dark, Water, Rock and Ground types with ease with super-effective attacks. The Timid nature is just for the extra speed, I don't know if it will allow Butterfree to outspeed anything it didn't before, I don't really know how the boosts from natures work.
"TryHard" the Golurk @ Life Orb
Ability: Iron Fist
EVs: 4HP / 252Atk / 252Spe
Nature: Adamant (-SpA, +Atk)
Debating removing Golurk in favour of something to better deal with Braviary and Swellow (Ampharos?).
Golurk's Ability and Nature were changed as per WhiteDMist's advice. Dynamicpunch and Stone Edge were replaced with the STAB Shadow Punch and Drain Punch for some recovery outside of wish-passing.
I've never used Golurk before, but I knew that it had recently been dropped to NU and had gained it's Dream World ability, so I figured I'd try it out. So far, it has worked well as a check to Probopass and has helped to counter Zangoose (with a great deal of prediction, given it can carry Night Slash and Superpower). The Stealth Rocks are also very useful, allowing me to get plenty of residual damage so that Flareon can get it's Quick Attack kills in the late game, as well as being able to prevent them from being spun away. For the item, I wanted Golurk to pack a punch (ha.) but obviously not to be Choiced, and I have wish-passers to heal the recoil. And as for the nature, I just figured more speed is always good. I have no idea if it's really useful, not fully understanding the way natures work, as I said before!
Well anyway, that's my team based around the rare Guts Flareon. Any and all criticism is welcome, especially changes to pokes as it gets me trying stuff I haven't used before (like Golurk!). I really like using this team and hope to make it as good as it can be. I try to make some original sets so feel free to try out the team or individual pokemon if you like.
Thank you for reading and thank you in advance for any advice you are able to give! :)
Last edited by Xelacalle; Jul 16th, 2012 at 7:13:07 AM.
|Jul 15th, 2012, 3:46:12 PM||#2|
If happy ever after did exist
Join Date: Apr 2010
I'm at a payphone!
Interesting team! Basing a team around Guts Flareon is pretty...gutsy. That being said, you have a MASSIVE weakness to Water types. The likes of Gorebyss and Samurott wreak havoc on your team and you have no way to stop them. Flying types are also a huge pain for you since you have nothing that can takes their moves, let alone their extra coverage moves. Swellow and Braviary are the cream of the crop in Nu, and both can easily break down your team. Lickilicky isn't exactly the best physical wall, since the threshold of physical power is so high now. Plus, Fighting type moves are more commonly physical, and Lickilicky can't survive 2 unless you time your Wishes just right. Banded killers like Emboar, Sawk, even Braviary can all overwhelm Lickilicky before it can WishStall, and now you leave yourself open to the strong Special attackers of the tier as well (Gardevoir is very easy to Pursuit trap and many Absol sets use Lum Berry).
My only recommendation of change to your lineup would be to replace Gardevoir with Alomomola again. It has the physical bulk to handle most of these Banded Pokemon, which is more than I can say for Lickilicky. Lickilicky would be better off changing to the Specially Defensive set to wall the special attackers of the tier reliably. Finally, Golurk would be better off using Iron Fist, but even with No Guard, you really need an Adamant nature. Here are the movesets:
Hope I helped and welcome to Smogon!
|Jul 15th, 2012, 4:05:58 PM||#3|
Join Date: Jul 2012
Thanks for the reply! I'm not sure about removing Gardevoir as it has proven to be stunning at handling Special Attackers (including Special Samurott) and can also deal with Sawk once it's locked into Close Combat. I'm also reluctant to lose Will-O-Wisp, despite the Lum Berry problem. Maybe if I replaced Psychic with Heal Bell?
I will definitely try Alomomola again, though. Having to out-predict the fighting moves is often troubling. Thanks for the help!
edit: Oh, and I'll be sure to change Golurk's nature just as soon as Showdown comes back online.
|Jul 16th, 2012, 12:59:15 AM||#4|
Join Date: Nov 2010
One thing, you don't exactly have to outpredict the Fighting-type moves, because if you took to much damage and you realize it's a band sawk for sure, you can switch out to Golurk for the immunity, and Alomomola can recover off a lot of health with Regenerator.
Also, I would suggest Aqua Tail on Armaldo, if you feel that you're really only using Rock Blast and Rapid Spin. Aqua Tail hits incoming Golurks hard enough, and while it requires some prediction, it's better than having a move that you never use.
Also, I'm not entirely sure of this -completely untested- but it currently sounds like your Flareon is a little inferior variant of CB Emboar. Since you said Fire Fang isn't all that useful other than to hit Ghost-types, why not try replacing Fire Fang with Flame Charge? Yeah Superpower / Facade are really important moves, but Fire Fang does seem like the most dispensable move of them all. Flame Charge can take the opposing death fodder and make Flareon a bit harder to revenge kill. Fire Fang is actually weaker than Facade unless it's super effective, anyways.
|Jul 16th, 2012, 7:04:51 AM||#5|
Join Date: Jul 2012
Good ideas Amarillo! What I was meaning with outpredicting moves was when I was using Lickilicky as a Defensive wall - in a previous game I was dealing with a Toxic Orb Zangoose with Night Slash and Close Combat, and so it was necessary for me to outpredict him when switching between Lickilikcy and Golurk.
Aqua Tail sounds like a good idea, I will get rid of Swords Dance for that asap.
I haven't used Emboar before at all so I will take a look at that set for ideas. I'm also aware that Fire Fang is weaker than both Superpower and Facade, unless it's super-effective. I'll definitely try Flame Charge instead, though, because it allowed Flareon to do work in the past before I realised it could get Superpower.
Last edited by Xelacalle; Jul 16th, 2012 at 8:35:08 AM.