Fun in the Puerto Rican Sun! -- UU RMT

Hello fellow Smogonites! Merry Christmas and Happy Holidays to you all! Long-time lurker coming at you (finally) with a team worthy of critique, IMHO. As you probably guessed from the title, this is a Sunny Day team, but with my own spin. This team operates on a couple of key principles I have found to be true in my experience with this and countless other sun teams:

1. Grass-types are a no-no on Sunny Day teams. (For the most part!) Despite Grass-types being the sole benefactors of Chlorophyll and/or Solar Power abilities, the weakness to Fire they have inherently makes them unusable in sunny weather, contrary to popular opinion stating otherwise.

2. As of 4th Gen, there is no such thing as a bulky Fire-type outside of Heatran. This is important... you'll see shortly.

Introducing Team Shining Finger!

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Ambipom (M) @ Heat Rock
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Taunt
- Return
- Sunny Day
---

Ambipom here is my anti-lead / suicide lead, and has served me quite well. Ambipom happens to be the fastest Sunny Day user in the tier, so using it was a no-brainer.

Taunt serves to aid my team in preventing Stealth Rock from being laid (very VERY important!) and also helps me battle Rain teams who try and change the weather on me.

Fake Out is a given, as it is practically Ambi's signature move; it also lets me deal with random Choice Scarfers whose neutral STAB moves would crush me (Espeon comes to mind) for lack of resistances.

Return is the last move on the set, and a move I use surprisingly little; however, it has come in handy when I feel I need to weaken a bulky water or some other problem poke before I bring in my sun sweepers. It leaves me totally helpless against ghosts, Froslass in particular, is it's the most common match-up.

Finally, Ambipom makes such a great lead because it is so common in the UU environment. It doesn't scream "Hi I'm using a Sunny Day team" like Electrode does with rain teams. Usually this ambiguity helps to not spoil the surprise too early in the match. Despite losing power by not running Silk Scarf or a Life Orb, Heat Rock is essential at times for setting up the sun early in the match, even at times doing so at the cost of losing Ambipom. Losing him early doesn't seem worth it when it's for less than 8 turns.

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Moltres @ Lum Berry
Ability: Pressure
EVs: 218 HP/40 Spe/252 SAtk
Modest nature (+SAtk, -Atk)
- Agility
- Fire Blast
- Solarbeam
- Ancientpower
---

Moltres here recently replaced Blaziken as my first sweeper.... actually more like a lure. Despite sending my SR weakness through the roof, its performance over Blaziken speaks for itself. Once the sun is out, Moltres tends to bring out exactly what I need to weaken or remove first: bulky waters, priority users, and Rhyperior.

After an Agility, Moltres outspeeds max speed Hitmonlee with a Choice Scarf. Even if it takes a hit on the turn it uses Agility, odds are it will survive unless it's a rock attack, or if it has switched into SR (duh). Solarbeam OHKOs Rhyperior and 2HKOs all UU bulky waters. That leaves opposing Fire-types, which is where Ancientpower comes in. Hoever, unless the Fire-type is a Flash Fire poke, Moltres, or Charizard, Ancientpower is usually not needed, as Fire Blast does slightly more damage. With the given EVs Moltres is never 2HKOd by Arcanine's CB ExtremeSpeed or any STAB Surf in UU (in the sun), although I admit there are probably more efficient ways to spread the EVs I just dumped into HP.

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Victreebel (M) @ Heat Rock
Ability: Chlorophyll
EVs: 6 HP/252 Spe/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Sunny Day
- Sludge Bomb
- Sleep Powder
---


Despite my "no grass-types in the sun" rule I've adhered to before, I finally broke down and tried it. Despite not changing out my whole philosophy on sun teams, I have a new appreciation for the variety they bring to the table.... I have to say I <3 my Victreebel :D

This is a generic Sunnybeamer set; pretty self-explanatory. I am aware that Tangrowth can do the same thing with better defenses and movepool, but I have run some damage calcs, and since Tangrowth is unable to beat either Raikou nor Arcanine (with Intimidate) with Earthquake, I feel Victreebel's superior speed makes it a nice trade-off.

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Charizard (M) @ Choice Specs
Ability: Blaze
EVs: 6 Def/252 Spe/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Dragon Pulse
- Solarbeam
- Focus Punch
---


Yes I know what you're thinking, and yes, I hate Stealth Rock--a LOT. Thankfully, between Ambipom and Hitmontop, I can make sure it stays off the field the majority of the time. Charizard makes an amazingly powerful mid- / late-game sweeper, especially if I can get him in for free on the turn one of my Sunny Day users sacrifices itself to set it up for him. Double-STAB Specs Fire Blast is beastly, and if Moltres has done its job, Charizard's counters should be easy pickings.

Chansey continues to be a pain, as it can manage to stall out the sun if Fire Blast misses even once, and so Focus Punch is in the last slot in case she decides to get cheeky.

The rest of the moveset speaks for itself; Dragon Pulse is pretty much filler though as I don't like using Hidden Power.

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Hitmontop (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/6 Def
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Bullet Punch
- Rapid Spin
- Sunny Day
---


With both of my Fire-types having that oh-so-sexy 4x Rock Weakness, a Spinner was no longer a luxury I could manage to do without. Hitmontop has proven to be the most reliable, and and has been an integral part of the team since. As an added bonus, it also provides much-needed priority.

Rapid Spin is a given--the whole reason I'm using Hitmontop in the first place; the other moves are also self-explanatory. Hitmontop used to carry Pursuit, but I sometimes felt strapped for an emergency Sunny Day user, and with Rotom use declining on the ladder lately, it got the axe. Still not sure if I need to go all out and replace the item though. Thoughts?

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Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Shadow Claw
---


With Raikou on every other team, and my team having a frightening weakness to him (and Thunder Wave in general), I turned, like many others have lately, to Dugtrio. It also makes a decent back-up check to Rotom and Mismagius, provided I predict properly. While the sun is out, Dugtrio is even able to survive Aqua Jets from Kabutops and answer with an OHKO with Earthquake.

Finally, on to the weaknessess:

Ambipom is able to beat most leads, either by using Taunt, or by forcing a switch. However, Opposing Ambipom leads deal massive damage if I lose the speed tie, and Lead Alakazam also makes a huge dent in Ambipom. If it runs Protect, Ambipom even loses the ability to hit it for ~70% with Fake Out.

Now that Uxie is gone from the team, I have no one that can set stealth rock; this has been sorely missed; any suggestions on this would be duly appreciated (For the record, I only got rid of Uxie because I needed to make room for Dugtrio).

As mentioned before, Chansey is a giant thorn in my side with this team; although she is (inexplicably) relatively rare, I have trouble finding room for a counter to her. I suppose Dugtrio could help in this regard, but I have honestly yet to face a Chansey on the UU ladder since adding Dug to the roster.

Other problem pokemon of note are TrickScarfers, since my sweepers require freedom to switch moves, Charizard needs his Specs boost, and my supporters need their Heat Rocks. Thoughts on this?

Finally, and unexpectedly, Froslass can wear my team down if it manages to survive into the mid-game, as not even my Fire-types (due to their secondary typing) resist her Ice Beam. My best answer is Hitmontop and his Bullet Punch, but it is often not even a 3HKO. However, Froslass surviving past the first few turns is rare, as Moltres will usually take her out with Fire Blast after the initial Sunny Day set-up by Ambipom, or at worst Dugtrio OHKOs non-sashed variants with Shadow Claw. Don't even get me started on TrickScarf Froslass.... *shivers*

In general, this team has a lack of resistances to several types due to a relative lack of variety. Strong neutral Psychic-, Dark-, Normal-, and the rare Dragon-type attacks can do quite a number on this team, especially when boosted. Again, I am aware this is part of the nature of the Sunny Day beast, but if everyone were to accept the facts as presented we'd still think the Earth is the center of the universe, am I right?? ;)

Also, I sometimes miss having a Flash Fire poke on the team; this is mostly due to Victreebel, but is a minor complaint, as it is one of the inherent problems with using Sunny Day; however if this can be circumvented or mitigated I'd surely care to know how.


Thanks for reading (and critiquing)! Hope you enjoyed, and I apologize ahead of time if I missed anything important. This is only my second RMT, but I sure had a blast writing it!

Former Members:

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EDIT: Major revamp made to team; changes are in bold.. Also made minor grammatical corrections.
 
Merry Xmas.

1. Grass-types are a no-no on Sunny Day teams. Despite Grass-types being the sole benefactors of Chlorophyll and/or Solar Power abilities, the weakness to Fire they have inherently makes them unusable in sunny weather, contrary to popular opinion stating otherwise.

But... you do have a Flash Fire pokemon, as well as 3 Fire resists on the team? Surely you can afford to run a Grass type. They work brilliantly for me. But that's up to you.

Firstly I'll comment on the movesets. For Moltres, I think you should run HP Rock over Ancientpower, it's more powerful and the stat boost occurs only 10% of the time. Another suggestion is to run Morning Sun over Agility to greatly increase Moltres' longevity, though it means you will lose to Raikou, then you switch to Quagsire.

Secondly, Arcanine. Obviously it is meant to absorb Fire attacks, yet what are you going to do against other Fire types? Both your attacks are resisted. Run HP Rock over Sunny Day.

Thirdly, you must have a Rapid Spinner. I'd suggest either Claydol or Donphan over Uxie. Both can set up Sun and SR too, so that's covered. Claydol is more balanced for both its defenses while you might find Donphan weaker on the special side.

Fourthly, you run Honchkrow just because it can absorb sleep. It simply does not bring too much to the table. I want to suggest putting a Chlorophyll Abuser here... Jumpluff! How does it beat sleep? Just let Quagsire take the sleep, and Jumpluff will cure it with Aromatherapy, as well as put the other team's Pokemon to Sleep. Facing problems with stat-up sweepers? Under the sun, Jumpluff reaches 700 freaking speed, so 1. Put them to Sleep. 2. ENCORE, and laugh. Sunny Day/Encore/Aromatherapy/Sleep Powder should do.
 
1. Grass-types are a no-no on Sunny Day teams. Despite Grass-types being the sole benefactors of Chlorophyll and/or Solar Power abilities, the weakness to Fire they have inherently makes them unusable in sunny weather, contrary to popular opinion stating otherwise.

My opinion states otherwise (not that it is of any authroity). Chlorophyll Pokemon work, and work damn well. You just have to give them the right support. With Stealth Rock in play, both Exeggutor and Tangrowth take care of fire-types no problem. True, other types use fire moves, but rarely in this tier. The only ones they need to be wary of are scarfed attackers, which can be scouted with Stealth Rock.

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Hands On (Ambipom) (M) @ Heat Rock
Ability: Technician
EVs: 252 Atk/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Toxic
- Sunny Day
- Fake Out

Fine lead. Used it myself for a long time. U-Turn has greater utility than Toxic, using Ambipom's speed to scout teams. It also lends you some preditcion when switching your sweeper in.


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No SR pl0x (Moltres) @ Lum Berry
Ability: Pressure
EVs: 170 HP/24 Def/64 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Agility
- Flamethrower
- Solarbeam
- Ancientpower


I like it. I'd go HP Rock over AncientPower though, for added oomph. Just be warned that every time Chansey comes in and they have Stealth Rocks up, this is practically losing 50% HP. Regirock can come in on an Agility or Flamethrower and survive a following Solarbeam to KO you. Fire Blast over Flamethrower, although more risky, is better off here I believe. It can at least land a 3HKO on Chansey.

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Rawr (Arcanine) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP/128 Def/6 SAtk/128 SDef
Modest nature (+SAtk, -Atk)
- Flamethrower
- Solarbeam
- Morning Sun
- Sunny Day

HP/252 Spe/252 SAtk for sweeping. You said there are no bulky fires, yet you are EVing Arcanine to be more bulky than offensive.

Just be mindful that in the sun Moltres can only manage 33% max damage against Chansey, and Flash Fire Flamethrower does less than that. I'd consider making Arcanine physical or mixed. This is where Stealth Rock will start to hurt you if you are being forced to move around a lot.

Nasty Plot Houndoom would work better as a special sweeper, although you give up bulk. Nasty Plot Flamethrower with a Flash Fire boost OHKOs Chansey 100% of the time with Stealth Rocks, to show you how powerful it can be; albeit more fragile. Ninetales is another option, being kind of halfway between the two. In any case, this Arcanine is not doing much.

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Creepy Baby (Uxie) @ Heat Rock
Ability: Levitate
EVs: 252 HP/252 Def/6 SDef
Relaxed nature (+Def, -Spe), 0 Spe IV
- Stealth Rock
- Sunny Day
- U-turn
- Knock Off

This is fine, except I would use an Impish nature to reduce SAtk rather than speed since you aren't using any special attacks. Thunder Wave can wreck switch-ins, and yawn is also an option for phazing.

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Blank Stare (Quagsire) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/96 Atk/160 Def
Impish nature (+Def, -SAtk)
- Recover
- Earthquake
- Waterfall
- Ice Punch

I'd bring in a physical or mixed sweeper here, such as Tangrowth or Victreebel. That said, a ground type is the safest thing to switch into Chansey, so this works too. If you're not going to roll with a spinner, I would use this as a more offensive position.

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Pimpin Pimpin (Honchkrow) (M) @ Choice Scarf
Ability: Insomnia
EVs: 250 Atk/212 Spd/48 SAtk
Naive nature (+Spd, -SDef)
- Drill Peck
- Night Slash
- Superpower
- Heat Wave

Your best bet at breaking walls in this team would be Honchkrow, if it had Life Orb. I know you are worried about outpacing Venusaur, but I'd try the standard Honch out.

Going back to your first note on Chlorophyll Pokemon, ironically, physical Tangrowth almost 6-0's your team in the sun, barring Uxie.

EDIT: I tested this team out, and really once Moltress was gone it fell apart. Arcanine is too slow and weak in its current form. The scarf on Honchkrow really hurts synergy. Quagsire just isn't bulky enough to be a defensive pivot IMO.
 
It's okay, but you definitely NEED a chlorophyll sweeper on your team. They do extremely well on Sunny Day teams. You could run Exeggutor as a special sweeper, with sleep powder you could force a switch and then solarbeam or psychic or HP fire (For a Sunny day boost). Or you could run Victreebel, with swords dance, leaf blade, and Sucker Bunch. Or even Tangrowth with SD EQ power whip and HP ice. There are many options you haven't considered because you ruled them out because of their weakness to fire. HELLO, they would be faster than the fire pokemon, and you said it yourself, the only bulky fire type is heatran who is banned to OU. Your Chlorophyll grass types would wipe them out in one hit. Also, small note, change Drill Peck to Brave Bird. It's much more powerful and Honchkrow is meant to revenge kill anyways. Hope this helps!
 
Merry Xmas.


But... you do have a Flash Fire pokemon, as well as 3 Fire resists on the team? Surely you can afford to run a Grass type. They work brilliantly for me. But that's up to you.

Firstly I'll comment on the movesets. For Moltres, I think you should run HP Rock over Ancientpower, it's more powerful and the stat boost occurs only 10% of the time. Another suggestion is to run Morning Sun over Agility to greatly increase Moltres' longevity, though it means you will lose to Raikou, then you switch to Quagsire.

Secondly, Arcanine. Obviously it is meant to absorb Fire attacks, yet what are you going to do against other Fire types? Both your attacks are resisted. Run HP Rock over Sunny Day.

Thirdly, you must have a Rapid Spinner. I'd suggest either Claydol or Donphan over Uxie. Both can set up Sun and SR too, so that's covered. Claydol is more balanced for both its defenses while you might find Donphan weaker on the special side.

Fourthly, you run Honchkrow just because it can absorb sleep. It simply does not bring too much to the table. I want to suggest putting a Chlorophyll Abuser here... Jumpluff! How does it beat sleep? Just let Quagsire take the sleep, and Jumpluff will cure it with Aromatherapy, as well as put the other team's Pokemon to Sleep. Facing problems with stat-up sweepers? Under the sun, Jumpluff reaches 700 freaking speed, so 1. Put them to Sleep. 2. ENCORE, and laugh. Sunny Day/Encore/Aromatherapy/Sleep Powder should do.

First, about Ancientpower... I hate to rely on Hidden Power if I can avoid it, since I like to eventually recreate my shoddy teams on my DS, and I hate IV breeding and am unable to RNG abuse, so yeah. TBH, I tried using Jumpluff for a while but I never could find a MS I was satisfied with... I'm willing to give it another go now that the lineup has changed somewhat though. As far as Tangrowth, it is outsped and OHKOd by Moltres after an Agility in the sun and before it without sun. Arcanine also outspeeds outside of sunlight. Since it is a bulky spread it might miss the OHKO from EQ but I'd have to open up a calculator to find out. Maybe I'll end up altering the spread after all... Besides I never see a Tangrowth outside of opposing Sun teams, which are very rare.

Thanks everyone for your input! I've been away from internet access the past couple of days but I have been thinking about my huge weaknesses to SR and Chansey, and stall in general; I've also been thinking that the team sorely needs a third sun abuser.... this is what I came up with. Please bear in mind that these are complete theorymon sets, as I had no access to stats or damage calculators or anything of the sort. Opinions and/or insights on these sets would be appreciated. Again, keep in mind that as of this post, none of these have been tested: just thought I'd run these by everyone (these would replace Honchkrow as thx to everyone I realized how much of dead weight it usually ends up being) :

Candidate #1:

Hitmontop@ Leftovers
Adamant/Impish
252 HP / 252 Atk or Def / 6 SpDef
Intimidate
Sleep Talk
Rest/Ice Punch
Close Combat
Rapid Spin

Hitmontop would help alleviate my entry hazard problem, while making my team as a whole more resistant to them as a bonus. CC allows me to combat Chansey reliably (something I lost when I replaced Blaziken) and Sleep Talk means I still have the sleep absorber I so desperately need. Ice Punch gives me a (somewhat) counter for Venusaur, perhaps even after it uses Sleep Powder, but rest could potentially help me win a stall war in a pinch.

#2:

Blaziken@ Lum Berry
(some mixed-attacking EV Spread)

Fire Blast/Flamethrower
Sky Uppercut
Thunderpunch
Swords Dance

Re-introducing Blaziken into the mix would also give me the means to deal with Chansey, as well as allowing me an extra Sunny Day sweeper, indirectly reducing the effectiveness of sleep moves (The Lum Berry would help with this as well). Alternately I could try running Sleep Talk on Blazy, but since he's got no business being bulky (I tried that) I don't see how it would work.

God I wished so many times the past few days that Heracross would drop to UU.... but I know it won't ever happen xD
 
I understand your point on HP Rock, but you basically ignored all the rates.. Yes, I know you've thanked them. You said you want to try Jumpluff, but over what? You should edit the OP to show your changes. You want to add Top or Blaziken, but over what? We don't know.

I do think your team needs more offense, but 1. Top isn't abusing the sun, 2. Blaziken is slow and easily revenged. You want offense, Go with SD Tangrowth, Power Whip/Earthquake/Rock Slide and your Chansey problems solved. That goes over Honchkrow.

So what are you going to do about Arcanine? Still doesn't beat Fire types? And what about my Donphan suggestion over Uxie?
 
I understand your point on HP Rock, but you basically ignored all the rates.. Yes, I know you've thanked them. You said you want to try Jumpluff, but over what? You should edit the OP to show your changes. You want to add Top or Blaziken, but over what? We don't know.

I do think your team needs more offense, but 1. Top isn't abusing the sun, 2. Blaziken is slow and easily revenged. You want offense, Go with SD Tangrowth, Power Whip/Earthquake/Rock Slide and your Chansey problems solved. That goes over Honchkrow.

So what are you going to do about Arcanine? Still doesn't beat Fire types? And what about my Donphan suggestion over Uxie?

I honestly don't want an even bigger water weakness. Quagsire picks up some of the slack but I probably rely on it too much as it is...

Well actually I did mention they would replace Honchkrow. So far I replaced Arcanine with NP Houndoom as suggested, with spectacular results. I was surprised to find that a FF NP Flamethrower can OHKO Chansey in the sun with Stealth Rock (min damage is actually 87.5%--it's like a sign!). Fire Blast doesn't OHKO so I figured Houndoom needs the accuracy since he can't afford to take a hit.

I'm trying out Hitmontop now, and its a mixed bag... I cut out Rest to have a third Sunny Day user, but outside of spinning, it hasn't helped much, so that will need more tweaking--I'll probably go down the line and try out each suggested pokemon in the final slot. As far as Tangrowth goes, I'm really REALLY tempted but now that I got used to having a spinner again it'll be very tough to go back, but I will try it out. Once I do some more testing I'll edit the original RMT to reflect permanent changes.
 
How do you deal with Alakazam leads? Fake Out doesn't flinch it due to IF, and Psychic does ~80% to you. If it Encores you while you FO, then it gets a free sub up and you still don't have Sunny Day. If it Encores you the turn AFTER, then SB auto-switches your move to FO, causing you to switch, giving it both a free Sub and making you suffer the said 80% of damage. Then you switch to:

Uxie: Signal Beam is a 3HKO. If it catches you on the switch, you only have one turn to move because it outspeeds you.
Honchkrow: If it Psychics you, then you got a free turn. Signal Beam does 41.64-49.27%, another 3HKO, but even though you're faster with a CS, it has a sub up. You break its Substitute with Night Slash or Drill Peck, it Signal Beams for the said amount of damage, then switches out to a resist (Dark and Flying are both resisted by Steel) who sets up Stealth Rock or does damage to whoever is switching in next.

The other team members are the ones I don't really think you're going to switch into an Alakazam, so it's not really necessary to put those in. I'm not sure myself about how to solve that problem. Maybe replace a move with U-Turn?

Agreeing with what most people said, Chlorophyll really works wonders if you can use it right.
Jumpfluff is a serious annoyer, reaching 700 speed, outspeeding anything other than other Jumpfluff. Like YaM said, a Sleep Powder/Aromatherapy/Sunny Day/Encore set will work really well, sleeping your opponents, healing status, supporting the theme, its own speed, and the offensive capabilities of other pokemon, and punishing setup-ers.
Tangrowth also works pretty well, with 100/110 attacking stats, with 100 HP and 125 Defense to let it take quite a few physical hits. Heck, both its HP and Defense are better than Donphan's. I'd suggest using either the "Mixed Mojonbo" set or a physical set with Power Whip/Earthquake/Rock Slide/Filler.
 
How do you deal with Alakazam leads? Fake Out doesn't flinch it due to IF, and Psychic does ~80% to you. If it Encores you while you FO, then it gets a free sub up and you still don't have Sunny Day. If it Encores you the turn AFTER, then SB auto-switches your move to FO, causing you to switch, giving it both a free Sub and making you suffer the said 80% of damage. Then you switch to:

Uxie: Signal Beam is a 3HKO. If it catches you on the switch, you only have one turn to move because it outspeeds you.
Honchkrow: If it Psychics you, then you got a free turn. Signal Beam does 41.64-49.27%, another 3HKO, but even though you're faster with a CS, it has a sub up. You break its Substitute with Night Slash or Drill Peck, it Signal Beams for the said amount of damage, then switches out to a resist (Dark and Flying are both resisted by Steel) who sets up Stealth Rock or does damage to whoever is switching in next.

The other team members are the ones I don't really think you're going to switch into an Alakazam, so it's not really necessary to put those in. I'm not sure myself about how to solve that problem. Maybe replace a move with U-Turn?

Agreeing with what most people said, Chlorophyll really works wonders if you can use it right.
Jumpfluff is a serious annoyer, reaching 700 speed, outspeeding anything other than other Jumpfluff. Like YaM said, a Sleep Powder/Aromatherapy/Sunny Day/Encore set will work really well, sleeping your opponents, healing status, supporting the theme, its own speed, and the offensive capabilities of other pokemon, and punishing setup-ers.
Tangrowth also works pretty well, with 100/110 attacking stats, with 100 HP and 125 Defense to let it take quite a few physical hits. Heck, both its HP and Defense are better than Donphan's. I'd suggest using either the "Mixed Mojonbo" set or a physical set with Power Whip/Earthquake/Rock Slide/Filler.


TBH I have yet to run into a lead Alakazam (or at all for that matter--the few I see right now tend to be Scarved), thus my potential problems with it. I came back to implement Jumpluff--I am becoming more and more convinced it will work the way it was originally intended this time, and therefore a great asset. Like I said before, I am trying out several different members for the #6 slot (LO Honchkrow, Hitmontop, Jumpluff, Exeggutor, SD Tangrowth), but I will keep Alakazam in mind more specifically now. Thanks for the heads up!
 
Just another suggestion to add to your tam is replacing Quagsire with Blastoise. Blastoise gives you that bulky water you need and also Rapid Spins.
 
Whew! Just made edits to team... Since it continues to be the same kind of team, I didn't think it was necessary to start a new thread, despite it being essentially a whole different team. Thoughts and/or comments are, as always, welcome!

Thanks,
-A
 
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