Electrolyte
Wouldn't Wanna Know
I'm fine with playing 'Nape. Can't wait to see how this comes out.
Alexwolf / Temp V1
Alexwolf / Temp V1
Thats just because this is a new account :p I've been around for a while, but thank you :)I'd like to add a nod to Temp V1, whose work is certainly not diminished in this decision, as with only 13 posts he has had a great influence on Team 2!
Secondly, Fighting pokemon really piss them off. They have a grand total of ONE Fighting resist (Celebi), which means that right now, Meloetta and Terrakion can be very threatening, just switching in. Team 2 make up for this weakness, but chucking an ass load of priority on there team, so they can revenge kill our powerhitters, a good tactic, but in return they have lost a lot of there ability to set up and threaten. If we can find something difficult to revenge kill with priority, it would really frustrate them
Well you went to the effort of typing that up so I'll give my thoughts. You're right in saying that as far as spikes goes Deoxys is by far the best fit for team 1 currently. The fact that the set can be tailor made to annoy team 1 is also quite a useful asset, although there is really a limit to the capabilities of Deoxys if it still wants to be effective. Once it sets up spikes and fired off one HP-Fire, it isn't really much use apart from taking hits and dealing minute amounts of damage. If it was used to PP stall out Rotom's Hydro Pump okay, but otherwise it becomes dead weight. That set does outspeed Celebi, which means it can Taunt before Celebi can do anything, although for example if it comes in on a T-Wave, Celebi can easily set up a NP then hit it with a Giga drain doing 65.21 - 76.58%, a guaranteed 2HKO, while HP-Fire does only 31.63 - 37.28% with the fire gem, and only 21.46 - 25.42% without.
Deoxys-D @ Fire Gem
Trait: Pressure
EVs: 234 HP / 88 SpA / 186 Spe
Nature: Timid
- Spikes
- Recover
- Taunt
- Hidden Power Fire
Being our last pick, we can tailor make our Deoxys-D to annoy the hell out of Team Electrolyte right now, and this set will do the trick perfectly. This is basically the Fast Spiker set onsite, but with a few differences. First of all, the EV spread: 186 Speed Timid allows it to outspeed Celebi, Heatran, Mamoswine and Scizor, and enable it to Taunt the first two, Recover on Mamoswine, and roast Scizor with HP Fire (88 SpA and Fire Gem are just enough to OHKO 100% of the times after SR). The rest is pumped into HP to improve survivability. Now, using HP Fire can be a letdown since you cannot hit Heatran and will do pitiful damage to many others. However, Deoxys-D can handle those threats in other ways. For example, Heatran is basically useless after a Taunt, since Lava Plume is not even guaranteed to 4HKO, and it can be PP stalled thanks to Pressure, if need be. Same story for Infernape, that cannot 2HKO with Overheat (hey, our team needed an Infernape counter? Here it is!), and will kill itself with Life Orb before doing something significant. Same story for Mamoswine. Same for Celebi, which can be hit with HP Fire if it's really important to bring it down. The main plus of HP Fire over Night Shade is that Scizor can't switch in and just threaten to U-Turn out, OHKOing or crippling our Metagross / genie. The only remotely threatening poke in Team Electrolyte is Rotom-W, since Trick screws Deoxys greatly, but that's it. Everything else just cannot break Deo-D's huge defenses, and will be stalled somewhat or forced to switch, and there will be plenty of opportunities to lay some Spikes inbetween. Carrying Night Shade / Toxic is an alternative, but it puts pressure on our U-Turn absorbers since Deo-D cannot dispose of Scizor anymore, so IMHO is not the best choice. Of course, this thing may seem weird, but it seems to work wonders, and thus I'm suggesting it as a last member of Team ginganinja.
I'd really like some feedback on this, since it's maybe the first non-standard set I'm suggesting, and it can potentially make a big difference in the match-up. Thank you everyone that had the time and will to read that huge textwall, and thank you even more for your replies.
I've been thinking along similar lines. Honestly, I've been watching this thread roll out for quite a while now, particularly Team 2's progress, and noticed back around 2,4 that most of the team has a shared weakness. Now that 2,6 is confirmed, setting that weakness in stone, I feel confident in posting this set:Firstly, (and obviously) they struggle with Water attacks. This is patched up with Rotom W and Celebi, but a water type that could deal with those two would really piss them off... (for example, White Herb SS Cloyster can set up on Mamoswine and be a massive (BAN ME PLEASE)).
Secondly, Fighting pokemon really piss them off. They have a grand total of ONE Fighting resist (Celebi), which means that right now, Meloetta and Terrakion can be very threatening, just switching in. Team 2 make up for this weakness, but chucking an ass load of priority on there team, so they can revenge kill our powerhitters, a good tactic, but in return they have lost a lot of there ability to set up and threaten. If we can find something difficult to revenge kill with priority, it would really frustrate them.
Honestly, if Deo-d gets 3 layers up he's done his job and it'll be pretty much GG for T2 because of the switches Meloetta, Terrakion and Thundy-T naturally force.Once three layer of spikes are down, Deoxys becomes a tad less useful, but it's still a sturdy wall that can take otherwise troublesome attacks and prevent set-up from them, so hardly a wasted slot, IMHO (provided it's played intelligently, of course, but both teams will be played by experienced battlers so no problem about that).
I agree(d) that Rotom-W is indeed a problem for it, and I appreciate the reply, but I don't think you're giving Starmie a fair chance. For instance, let's say your scenario happens. Starmie is down to around half health, but Team 2 still loses a threat (and with its ability to outright no-questions-asked OHKO 4 out of the 6, and 2HKO a 5th, they will lose it). Even if Rotom-W is still around (which it shouldn't be if you want to use that Starmie to its full potential), you can then switch to Thundurus-T. If Rotom-W uses Hydro Pump, then you can double-switch to Kyurem to SubRoost up. If it KOs Thundurus, or you're forced to sac it, you can even go right back to Starmie, Recover in its face (it takes 35.03 - 41.6%), and kill either it or whatever switches in. If Rotom-W uses anything else, as it most likely will, you either get a free heal & setup on Thundurus, or Rotom-W is now vulnerable to being outsped and leaves Team 2's protection from Terrakion down to Bullet Punch and Infernape (woe be they if the threat Starmie KO'd was one of those).Starmie, on the other hand, is interesting! It lures out Rotom-W and provides opportunities for Thundurus to come in on the obvious Electric move; also, it has power and coverage to seriously hurt Team Electrolyte, Recover gives it some sort of durability, and it can counter Infernape, since they didn't picked U-Turn as a move. However, in my experience LO Starmie is worn down quite easily since it will take an attack on the switch (which usually deals 40%ish damage at least), take LO recoil to kill the threat, then it's forced out by their Rotom-W, that can also threaten to Trick and render Starmie much less useful. It can turn out well for us, but it's a tad too frail for my liking, and compared to a Conkeldurr or to three layers of Spikes, it's not worth the slot. Still, it could be my third favourite suggestion out there!