My Singles Team for PBR (Surprise and Counter Team)
Okay, I'd like to show you guys what my team in Pokémon Battle Revolution is like. This team was formed after critically analyzing my older team's failings, as well as some counters towards some of the more popular and effective strategies out there. Some of the Pokémon may be a bit experimental though.
Please note that this team was designed with 3 vs 3 battles on PBR (where you're able to see which Pokémon your opponents are using while you decide which Pokémon to choose from your battle pass), with the item, species, sleep, freeze, self-destruction, and uber clauses in mind (though could still operate well with those clauses turned off as well). The primary theme with this team is offensive, with the life expectancy of my Pokémon usually being low (though the same could be said for my opponent's Pokémon as well given my team's offensive capabilities). This team may not be suitable for 6 vs 6 battles, as aragornbird+ mentioned 1 post down.
Moreover, this team was designed to acommodate a player that has a significant degree of knowledge about a great variety of Pokémon, strategies, and combos (especially the more popular and/or effective ones), so that the team would be able to adapt to whatever situation may be needed.
Pokémon on my team:
Infernape
Ambipom
Porygon-Z
Hitmontop
Drifblim
Swellow
Infernape
-----------------------------------------------
Role: Mixed Sweeper with a Potentially Nasty Surprise
Nature: Lonely or Naughty (+Attack, -Defense and Special Defense respectively)
EVs: 252 Speed, 252 Attack, 4 Special Attack
Held Item: Focus Sash
Ability: Blaze
Moves:
Overheat
Mach Punch
Close Combat
Counter
I partially designed this Infernape to use a rather unpopular, but surprisingly effective, combo that, when pulled off successfully, could give those opponents that would dare try to 1HKO (and maybe even wall) Infernape with their physical attacks a very nasty surprise as Infernape survives their attempts to 1HKO it with their physical attacks, only for Infernape to survive thanks to its Focus Sash and deal a potential 1HKO of its own to its attacker. However, this shouldn't have as much priority over Close Combat or Overheat.
As for the other moves, I also designed Infernape as a primary physical attacker and a "Skarmbliss counter," as it has Close Combat to take care of the likes of Blissey, and Overheat to roast any Skarmories, Steelixes, and such that try to wall its physical attacks. Finally, Mach Punch is there to give Infernape the ability to pick off any already-weakened Pokémon, including other Focus Sashed Pokémon.
Contrary to what some of you might think of at 1st, Infernape should usually not be used as the 1st Pokémon in a 3 vs 3 battle. If it is used 1st, then it'll then have fewer worthwhile opportunities to use Mach Punch. Because of this, I tend to send out Infernape when an opponent already has a weakened Pokémon out on the field that it could KO with its Mach Punch.
If a sandstorm or hailstorm is in effect, or if Spikes, Stealth Rocks, or Toxic Spikes are on your side of the field, then you can kiss your chances to use Counter goodbye, as those kinds of things can effectively neutralize Focus Sash's effect, making Infernape unable to survive against 1HKOs.
Ambipom
-----------------------------------------------
Role: Common Lead, Sash Breaker, Hit-and-Run, Taunter
Nature: Adamant (+Attack, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 HP
Held Item: Life Orb
Ability: Technician
Moves:
Fake Out
Double Hit/Return
Taunt
U-Turn
This moveset was partially inspired by an Ambipom that one of my opponents used during our battle. It used its Technician-boosted Fake Out to deal a significant amount of damage (as well as negating the effects of any Focus Sashes that its victims were holding), and used U-Turn to switch with another Pokémon in reserve (that can hopefully resist the opponent's attack to some degree).
U-Turn can be used to switch out of Dugtrio or Wobbuffet, despite their abilities normally prohibiting such measures, though Drifblim would most likely be needed for Wobbuffet as well due to the fact that it's immune to Counter (as well as any other Fighting Type moves). It also makes a fairly good finishing move, as it can allow Ambipom to return to the field with another fresh Fake Out to use.
As for why I chose Double Hit over Return, it's so that Ambipom would be capable of possibly hitting through 1 of an opponent's Substitutes, while the other hit hits the opponent directly after the Substitute disappears. Return, however, sacrifices a tiny amount of power for better accuracy.
Finally, Ambipom can use Taunt to shut down the usage of status moves, which can be quite devastating to opponents that tend to rely on such moves in their strategies (such as stallers, Stealth Rockers, and Trick Room teams). Coupled with Fake Out and U-Turn, Ambipom could be a nightmare towards support Pokémon, as it leaves them wide open for either Ambipom's own attacks, or the mischief of its teammates.
Of note is that the combined efforts of both Ambipom and Drifblim can be effective in taking down a Wobbuffet without much harm. Ambipom could flinch Wobbuffet with Fake Out, Taunt it to keep it from using Encore or Destiny Bond, and finally, use U-Turn to deal some more damage to it while Drifblim comes in to absorb Wobbuffet's Counter without any harm, only to later finish it off with a STABbed Shadow Ball.
Because of its hit-and-run capabilities, Ambipom is probably my best lead in a 3 vs 3 battle. If it faces an opponent that can be flinched, it can abuse Fake Out. If the opponent is slower than Ambipom and doesn't have any increased priority moves, it can get in a U-Turn if the matchup isn't in its favor and switch with a more proper counter.
Porygon-Z
-----------------------------------------------
Role: Special Sweeper
Nature: Modest (+Special Attack, -Attack)
EVs: 252 Speed, 252 Special Attack, 4 Defense
Held Item: Choice Scarf
Ability: Adaptability
Moves:
Tri Attack
Dark Pulse (formerly Thunderbolt)
Ice Beam
Hyper Beam
Whenever I need some serious firepower in the Special field, who better than to turn to Porygon-Z? Factoring in Adaptability's boost, its STABbed Special Attacks should have more power than Mewtwo's (whom has the highest base Special Attack stat out of all Pokémon) STABbed Special Attacks assuming that both have the same nature, EVs, and IVs in the Special Attack stat.
However, there seems to be much confusion between sources as to how much of a bonus to attacks of the same type that Adaptability provides, as whereas Smogon, for example, states that the STAB bonus increases from 1.5X to 2X, Bulbapedia claims that it increases to 3X. Therefore, I'll most likely need a live demonstration (aka, a video clip) of this kind of experiment in order to prove whether Adaptability supplements the normal STAB (effectively making attacks of the same type as the user 3X as powerful), or merely replaces it (thus making attacks of the same type as the user 2X as powerful).
Obviously, this set might require some switching due to Choice Scarf's nature, though when you know what Pokémon your opponent has (as is the case in PBR), then it's more of a matter of some forethought, as ghosts are immune to Tri Attack and Hyper Beam, but not Dark Pulse, while Blissey could wall it entirely (though even she might have trouble surviving a Hyper Beam).
Hitmontop
-----------------------------------------------
Role: Increased Priority Sweeper
Nature: Adamant (+Attack, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 Defense
Held Item: Liechi Berry
Ability: Technician
Moves:
Fake Out
Mach Punch
Bullet Punch
Endure
What I had in mind for this little bugger is a speedy Pokémon to counter, well, other speedsters (especially those that lack increased priority moves as well). Fake Out is a nice opening move, while Mach Punch essentially has a power of 90 thanks to both STAB and Technician. Bullet Punch is for ghosts, which, sadly, Hitmontop can't touch with its other attacks.
As for why Endure is there, it's so that Hitmontop could survive a normally lethal blow which would cause its Liechi Berry to activate and give him the extra Attack that could allow him to finish off some Pokémon that he couldn't do otherwise. Also, one advantage that Endure has over a Focus Sash is that it can be used even if the user has already taken some damage before during the battle (including from Stealth Rock, Spikes, or Fake Out).
While Hitmontop is designed to battle against faster foes, he may have a harder time against Pokémon with better defenses. Status Ailments can likewise screw him over in various ways. Sandstorms, Hail, Burns, Poison, and Leech Seed would keep him from using Endure, and increased priority moves from faster Pokémon would likewise be effective against Hitmontop should he already be low on health.
Drifblim
-----------------------------------------------
Role: Bomber, Special Sweeper
Nature: Rash (+Special Attack, -Special Defense)
EVs: 252 Speed, 252 Special Attack, 4 Attack
Held Item: Petaya Berry
Ability: Unburden
Moves:
Thunderbolt (formerly Psychic)
Endure
Shadow Ball
Explosion
I always wanted to see if I could experiment with a mix of certain moves, combos, etc. together, and me mixing the Endure/Salac strategy with the Unburden ability is no exception (though with a Petaya Berry instead of a Salac Berry, as the ability alone would provide enough of a speed boost to potentially outspeed most of Drifblim's faster counters, unless they use increased priority moves on Drifblim). With the speed boost, I could then attempt to take out my opponent(s) with either a boosted Shadow Ball or Psychic, or with Explosion.
This Drifblim shares many of the same vulnerabilities as Hitmontop, meaning that increased priority moves, Burns, Poison, Sandstorm, Hail, and Leech Seed would be effective in discouraging the usage of the Endure/Unburden/Petaya Berry combo.
One other notable quality about Drifblim is that it, along with Ambipom, is effective at taking down Wobbuffet, as mentioned above.
Swellow
-----------------------------------------------
Role: Anti-Status Sweeper
Nature: Jolly (+Speed, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 Special Defense
Held Item: Toxic Orb
Ability: Guts
Moves:
Protect
Facade
Brave Bird
U-Turn
I replaced my Shuckle with this build because, prior to that, my team seemed to have some vulnerabilities towards those fast Pokémon that like to annoy my team with moves like Hypnosis. Therefore, I developed this set as an attempt to help supplement my existing counters, which are my Ambipom and Porygon-Z.
Before anyone gives me any suggestions to switch to a Flame Orb, please note that I've yet to see proof in that Guts cancels out the burn affect. If I do get enough proof, THEN I may consider it, though given Swellow's already-fragile defenses and the presence of U-Turn, I might still decide to keep a Toxic Orb on it.
Pokémon that were dropped:
Shuckle
-----------------------------------------------
Role: Stealth Rocker, Setup
Nature: Bold or Calm (+Defense and Special Defense respectively, -Attack)
Primarily EV Trained in: HP, Defense, Special Defense
Held Item: Chesto Berry
Ability: Sturdy
Moves:
Knock Off
Stealth Rock
Encore
Rest
Basically, this Shuckle is, more-or-less, your cookie-cutter Supporting Wall (from the strategy Pokédex from Smogon) whose usage of Stealth Rock helps keep an opponent's Pokémon's Focus Sashes from ruining its teammates' sweeping sprees. However, what sets this Shuckle apart from others is its Chesto Berry, which can keep it from being put to sleep by opponents (which could've ruined Shuckle's chances of setting up Stealth Rocks on the opponent's side otherwise).
Reasons why it was dropped:
I already had enough counters to Focus Sashed Pokémon as it is, so that's one reason why Shuckle's out of the team.
My team was still vulnerable to status ailments, and my Shuckle wasn't helping as much anyways, so I replaced it with my new Swellow build.
Also, I agree with aragornbird+ in that Shuckle basically invites the opponents to set up.
Feel free to ask me any questions that you'd like about my team, including those about what my team would do if faced with a team with certain Pokémon on them. I may also consider making a FAQ if I get too many comments that basically reiterate the same thing that another person has said in an earlier post.
Okay, I'd like to show you guys what my team in Pokémon Battle Revolution is like. This team was formed after critically analyzing my older team's failings, as well as some counters towards some of the more popular and effective strategies out there. Some of the Pokémon may be a bit experimental though.
Please note that this team was designed with 3 vs 3 battles on PBR (where you're able to see which Pokémon your opponents are using while you decide which Pokémon to choose from your battle pass), with the item, species, sleep, freeze, self-destruction, and uber clauses in mind (though could still operate well with those clauses turned off as well). The primary theme with this team is offensive, with the life expectancy of my Pokémon usually being low (though the same could be said for my opponent's Pokémon as well given my team's offensive capabilities). This team may not be suitable for 6 vs 6 battles, as aragornbird+ mentioned 1 post down.
Moreover, this team was designed to acommodate a player that has a significant degree of knowledge about a great variety of Pokémon, strategies, and combos (especially the more popular and/or effective ones), so that the team would be able to adapt to whatever situation may be needed.
Pokémon on my team:
Infernape
Ambipom
Porygon-Z
Hitmontop
Drifblim
Swellow
Infernape
-----------------------------------------------
Role: Mixed Sweeper with a Potentially Nasty Surprise
Nature: Lonely or Naughty (+Attack, -Defense and Special Defense respectively)
EVs: 252 Speed, 252 Attack, 4 Special Attack
Held Item: Focus Sash
Ability: Blaze
Moves:
Overheat
Mach Punch
Close Combat
Counter
I partially designed this Infernape to use a rather unpopular, but surprisingly effective, combo that, when pulled off successfully, could give those opponents that would dare try to 1HKO (and maybe even wall) Infernape with their physical attacks a very nasty surprise as Infernape survives their attempts to 1HKO it with their physical attacks, only for Infernape to survive thanks to its Focus Sash and deal a potential 1HKO of its own to its attacker. However, this shouldn't have as much priority over Close Combat or Overheat.
As for the other moves, I also designed Infernape as a primary physical attacker and a "Skarmbliss counter," as it has Close Combat to take care of the likes of Blissey, and Overheat to roast any Skarmories, Steelixes, and such that try to wall its physical attacks. Finally, Mach Punch is there to give Infernape the ability to pick off any already-weakened Pokémon, including other Focus Sashed Pokémon.
Contrary to what some of you might think of at 1st, Infernape should usually not be used as the 1st Pokémon in a 3 vs 3 battle. If it is used 1st, then it'll then have fewer worthwhile opportunities to use Mach Punch. Because of this, I tend to send out Infernape when an opponent already has a weakened Pokémon out on the field that it could KO with its Mach Punch.
If a sandstorm or hailstorm is in effect, or if Spikes, Stealth Rocks, or Toxic Spikes are on your side of the field, then you can kiss your chances to use Counter goodbye, as those kinds of things can effectively neutralize Focus Sash's effect, making Infernape unable to survive against 1HKOs.
Ambipom
-----------------------------------------------
Role: Common Lead, Sash Breaker, Hit-and-Run, Taunter
Nature: Adamant (+Attack, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 HP
Held Item: Life Orb
Ability: Technician
Moves:
Fake Out
Double Hit/Return
Taunt
U-Turn
This moveset was partially inspired by an Ambipom that one of my opponents used during our battle. It used its Technician-boosted Fake Out to deal a significant amount of damage (as well as negating the effects of any Focus Sashes that its victims were holding), and used U-Turn to switch with another Pokémon in reserve (that can hopefully resist the opponent's attack to some degree).
U-Turn can be used to switch out of Dugtrio or Wobbuffet, despite their abilities normally prohibiting such measures, though Drifblim would most likely be needed for Wobbuffet as well due to the fact that it's immune to Counter (as well as any other Fighting Type moves). It also makes a fairly good finishing move, as it can allow Ambipom to return to the field with another fresh Fake Out to use.
As for why I chose Double Hit over Return, it's so that Ambipom would be capable of possibly hitting through 1 of an opponent's Substitutes, while the other hit hits the opponent directly after the Substitute disappears. Return, however, sacrifices a tiny amount of power for better accuracy.
Finally, Ambipom can use Taunt to shut down the usage of status moves, which can be quite devastating to opponents that tend to rely on such moves in their strategies (such as stallers, Stealth Rockers, and Trick Room teams). Coupled with Fake Out and U-Turn, Ambipom could be a nightmare towards support Pokémon, as it leaves them wide open for either Ambipom's own attacks, or the mischief of its teammates.
Of note is that the combined efforts of both Ambipom and Drifblim can be effective in taking down a Wobbuffet without much harm. Ambipom could flinch Wobbuffet with Fake Out, Taunt it to keep it from using Encore or Destiny Bond, and finally, use U-Turn to deal some more damage to it while Drifblim comes in to absorb Wobbuffet's Counter without any harm, only to later finish it off with a STABbed Shadow Ball.
Because of its hit-and-run capabilities, Ambipom is probably my best lead in a 3 vs 3 battle. If it faces an opponent that can be flinched, it can abuse Fake Out. If the opponent is slower than Ambipom and doesn't have any increased priority moves, it can get in a U-Turn if the matchup isn't in its favor and switch with a more proper counter.
Porygon-Z
-----------------------------------------------
Role: Special Sweeper
Nature: Modest (+Special Attack, -Attack)
EVs: 252 Speed, 252 Special Attack, 4 Defense
Held Item: Choice Scarf
Ability: Adaptability
Moves:
Tri Attack
Dark Pulse (formerly Thunderbolt)
Ice Beam
Hyper Beam
Whenever I need some serious firepower in the Special field, who better than to turn to Porygon-Z? Factoring in Adaptability's boost, its STABbed Special Attacks should have more power than Mewtwo's (whom has the highest base Special Attack stat out of all Pokémon) STABbed Special Attacks assuming that both have the same nature, EVs, and IVs in the Special Attack stat.
However, there seems to be much confusion between sources as to how much of a bonus to attacks of the same type that Adaptability provides, as whereas Smogon, for example, states that the STAB bonus increases from 1.5X to 2X, Bulbapedia claims that it increases to 3X. Therefore, I'll most likely need a live demonstration (aka, a video clip) of this kind of experiment in order to prove whether Adaptability supplements the normal STAB (effectively making attacks of the same type as the user 3X as powerful), or merely replaces it (thus making attacks of the same type as the user 2X as powerful).
Obviously, this set might require some switching due to Choice Scarf's nature, though when you know what Pokémon your opponent has (as is the case in PBR), then it's more of a matter of some forethought, as ghosts are immune to Tri Attack and Hyper Beam, but not Dark Pulse, while Blissey could wall it entirely (though even she might have trouble surviving a Hyper Beam).
Hitmontop
-----------------------------------------------
Role: Increased Priority Sweeper
Nature: Adamant (+Attack, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 Defense
Held Item: Liechi Berry
Ability: Technician
Moves:
Fake Out
Mach Punch
Bullet Punch
Endure
What I had in mind for this little bugger is a speedy Pokémon to counter, well, other speedsters (especially those that lack increased priority moves as well). Fake Out is a nice opening move, while Mach Punch essentially has a power of 90 thanks to both STAB and Technician. Bullet Punch is for ghosts, which, sadly, Hitmontop can't touch with its other attacks.
As for why Endure is there, it's so that Hitmontop could survive a normally lethal blow which would cause its Liechi Berry to activate and give him the extra Attack that could allow him to finish off some Pokémon that he couldn't do otherwise. Also, one advantage that Endure has over a Focus Sash is that it can be used even if the user has already taken some damage before during the battle (including from Stealth Rock, Spikes, or Fake Out).
While Hitmontop is designed to battle against faster foes, he may have a harder time against Pokémon with better defenses. Status Ailments can likewise screw him over in various ways. Sandstorms, Hail, Burns, Poison, and Leech Seed would keep him from using Endure, and increased priority moves from faster Pokémon would likewise be effective against Hitmontop should he already be low on health.
Drifblim
-----------------------------------------------
Role: Bomber, Special Sweeper
Nature: Rash (+Special Attack, -Special Defense)
EVs: 252 Speed, 252 Special Attack, 4 Attack
Held Item: Petaya Berry
Ability: Unburden
Moves:
Thunderbolt (formerly Psychic)
Endure
Shadow Ball
Explosion
I always wanted to see if I could experiment with a mix of certain moves, combos, etc. together, and me mixing the Endure/Salac strategy with the Unburden ability is no exception (though with a Petaya Berry instead of a Salac Berry, as the ability alone would provide enough of a speed boost to potentially outspeed most of Drifblim's faster counters, unless they use increased priority moves on Drifblim). With the speed boost, I could then attempt to take out my opponent(s) with either a boosted Shadow Ball or Psychic, or with Explosion.
This Drifblim shares many of the same vulnerabilities as Hitmontop, meaning that increased priority moves, Burns, Poison, Sandstorm, Hail, and Leech Seed would be effective in discouraging the usage of the Endure/Unburden/Petaya Berry combo.
One other notable quality about Drifblim is that it, along with Ambipom, is effective at taking down Wobbuffet, as mentioned above.
Swellow
-----------------------------------------------
Role: Anti-Status Sweeper
Nature: Jolly (+Speed, -Special Attack)
EVs: 252 Speed, 252 Attack, 4 Special Defense
Held Item: Toxic Orb
Ability: Guts
Moves:
Protect
Facade
Brave Bird
U-Turn
I replaced my Shuckle with this build because, prior to that, my team seemed to have some vulnerabilities towards those fast Pokémon that like to annoy my team with moves like Hypnosis. Therefore, I developed this set as an attempt to help supplement my existing counters, which are my Ambipom and Porygon-Z.
Before anyone gives me any suggestions to switch to a Flame Orb, please note that I've yet to see proof in that Guts cancels out the burn affect. If I do get enough proof, THEN I may consider it, though given Swellow's already-fragile defenses and the presence of U-Turn, I might still decide to keep a Toxic Orb on it.
Pokémon that were dropped:
Shuckle
-----------------------------------------------
Role: Stealth Rocker, Setup
Nature: Bold or Calm (+Defense and Special Defense respectively, -Attack)
Primarily EV Trained in: HP, Defense, Special Defense
Held Item: Chesto Berry
Ability: Sturdy
Moves:
Knock Off
Stealth Rock
Encore
Rest
Basically, this Shuckle is, more-or-less, your cookie-cutter Supporting Wall (from the strategy Pokédex from Smogon) whose usage of Stealth Rock helps keep an opponent's Pokémon's Focus Sashes from ruining its teammates' sweeping sprees. However, what sets this Shuckle apart from others is its Chesto Berry, which can keep it from being put to sleep by opponents (which could've ruined Shuckle's chances of setting up Stealth Rocks on the opponent's side otherwise).
Reasons why it was dropped:
I already had enough counters to Focus Sashed Pokémon as it is, so that's one reason why Shuckle's out of the team.
My team was still vulnerable to status ailments, and my Shuckle wasn't helping as much anyways, so I replaced it with my new Swellow build.
Also, I agree with aragornbird+ in that Shuckle basically invites the opponents to set up.
Feel free to ask me any questions that you'd like about my team, including those about what my team would do if faced with a team with certain Pokémon on them. I may also consider making a FAQ if I get too many comments that basically reiterate the same thing that another person has said in an earlier post.