Ferrothorn@Rocky Helmet
Ability: Iron Barbs
Nature: Sassy
IV's: 31/x/31/x/31/x
EV's: 252 HP, 128 Def, 128 Sp.Def
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Ferrothorn is my official lead. Inheriting Spikes and Leech Seed via breeding,
Plus two weaknesses that I can easily cover with other Pokemon, Ferrothorn's
ready to go. This is a familiar set, but I'll explain anyway. Leech Seed and
Spikes are for setting up, and I can switch into Blaziken/Vaporeon or Dusclops if
Ferrothorn needs to get out of the field from fire of fighting moves (respectively)
The sassy nature is made perfect for gyro ball, outputting great damage if needed,
and power whip is for taking out almost any water type one can care for. Save for
Empoleon and Gyarados, and in the case of them, I'd need to set up and
evacuate the field. Iron Barbs in addition to the rocky helmet will make my
enemies think twice about using physical threats against Ferrothorn.
Galvantula@Choice Specs
Item: Choice Specs
Ability: Compoundeyes
Nature: Timid
IV's: x/x/x/31/x/31
EV's: 4 HP, 252 Sp.Atk, 252 Speed
- Thunder
- Bug Buzz
- Hidden Power
- Energy Ball
At first, Galvantula seems questionable - it lacks defenses, and is
weak to stealth rock. But think about his ability, Compoundeyes.
Thunder's mediocre accuracy of 70 is now a 91 thanks to the 30% boost that's
given by the ability. Now, take that 120 base power, and add choice specs to it.
Also on Galvantula's move list are bug buzz and energy ball, both there for
good power and coverage. Energy ball should take care of some ground and rock
threats that could pull out stone edge. Lastly on Galvantula's list of moves is
Hidden Power, which is yet another great method of coverage.
Gliscor@Toxic Orb
Ability: Poison Heal (dream world)
Nature: Adamant
IV's: 31/31/31/x/x/x
EV's: 252 HP, 4 Atk, 252 Def
- Earthquake
- Taunt
- Swords Dance
- Stone Edge
This and my next Pokemon are part of my own personal touch on this team.
Gliscor's occupation is to be a physical wall with his impressive 125 Base
Defense, but to also pull off great coverage moves powered up by swords
Dance. It's important to set up swords dance first, since his attack would be at around 250 because most all of the EV's he's getting are going to HP and Defense. The Toxic Orb and Poison Heal combo replace roost, restoring double that of leftovers' HP per turn, plus it can come in handy in case someone tries to pull off a choice-trick combo on me, or better yet as a shield from toxic users. Taunt is the most "strategic" move on the list. It's purpose is clear: cripple anything that doesn't directly attack. Which will do nicely in preventing weather effects that Blaziken's focus sash strategy could suffer from, but there is oh so much more to it, and we all know the likes of those who rely on buffs and status ailments will have no purpose anymore.
Vapreon@Leftovers
Ability: Water Absorb
Nature: Calm
IV's: x/x/31/31/31/x
EV's: 4 Def, 252 Sp.atk, 252 Sp.Def
- Acid Armor
- Wish
- Scald
- Ice beam
Vaporeon's my second personal touch on this team. Now, a lot of people like
to run baton pass and other sets that support the rest of the team.
But I've decided that I want this one to live up the possibility of a special tank.
With an enourmous HP stat, I don't have to worry about needing any EV's for it at
all, so they'll go to the two special stats. Vaporeon's two sweeping moves are Scald
and Ice beam - Scald's questionable 80 Base Power is still strong thanks to STAB,
but scald's mission is to make physical threats not so bad for Vaporeon. The 30% burn rate
isn't the priority over Acid Armor, but once Acid Armor's set up, A burn on Haxorus or the like
would certainly be nice. One of Vaporeon's main claims to fame is Wish. Vaporeon's absurd HP
will help to restore 185 HP to a waiting Pokemon. (Becuase Vaporeon's HP is 370 when at
Level 100.) Wish will also keep Acid armor's usage from going to waste - if
Vaporeon suffers in the turns she used Acid armor, she'll be restored by 185 HP,
plus more from leftovers. Another great note is that water absorb will keep
Blaziken and Gliscor safe from water moves, AND provide yet another effective (but, admittably, a less practical way) of restoring HP in addition to Leftovers and Wish.
Infernape@Focus Sash
Ability: Iron Fist
Nature: Jolly
IV's: x/31/x/x/x/31
EV's: 4 HP, 252 Atk, 252 Speed
-Fire Punch
-Close Combat
-Acrobatics
-Swords Dance
Infernape has a few new skills this Generation, and to me is still valuable. It's a
nifty backup for Blaziken, and can do anything it can do except isn't totally broken.
Infernape is almost unchanged from the typical 4th generation setup. Or is he? The new
advantage for Infernape is Iron Fist. Bringing Fire Punch from a base 75 to base 90
attack power. This means Infernape doesn't need to hurt itself in recoil with Flare
Blitz just for a good Fire-move. But the reduction from 120 base power to 90 base
power definitely calls for the need of swords dance. The focus sash is to ensure that
I don't have to worry about any OHKO's while buffing up with Swords Dance. Also, to
prevent sandstorm, hail, and entry hazard tactics, I can always prepare the field
for Infernape with Gliscor's taunt. Acrobatics and Close Combat are for more
coverage, and for their impressive power. Once the focus sash is used up, though,
I can take full advantage of Acrobatics. Which will be for the likes of fighting
types (like conkeldurr, Heracross, Breloom, Machamp, etc.) that could bring my team
down. Close Combat's defensive handicap that follows it's use could actually help
so that the focus sash has a good chance of being used up - since Infernape's defenses
will be down, there would obviously be a greater chance of OHKO's, that would trigger
focus sash, and set off Acrobatics' 110 Base power. Infernape is a sweeping tool alright,
but it's got it's own style about it.
Dusclops@Evolite
Ability: Pressure
Nature: Relaxed
IV's: 31/x/31/x/31/x
EV's: 252 HP, 68 Def, 188 Sp.Def
- Will-o-wisp
- Hex
- Pain Split
- Trick Room
I had a hard time picking my last Pokemon. What's something that doesn't share
many (if at all) weaknesses with the rest of my team that can annoy my
opponents, even better than Umbreon? With the new Evolite item,
Umbreon is now a runner-up idea, with even Dusclops's low base HP actually
contributing to his success through pain split. Not only that, but Dusclops
can give a headache to physical problems through Will-o-wisp.
Starting off with insane defenses gives him the time of day to pull this
trick off, THEN go in for the kill with hex's boosted power. and if that's
not enough, I can aid Gliscor, Vaporeon, and Ferrothorn with Trick room, a move
that just might break everything, since a buffed up Gliscor could be a sweeping
prodigy, after swords dancing and trick room, all against an opponent that's burned by
Will-o-wisp and has problems touching Gliscor's 349 Defense.
Let's not forget Gyro ball's effectiveness with Ferrothorn in a trick room.
One of Dusclop's valuable assets is it's type. When Ferrothorn sets up spikes,
I can switch to dusclops to avoid rapid spinner problems, or even better, when
anything else on my team is facing a fighting threat, I can switch into
Dusclops, cripple their power with will-o-wisp, then go in for more torment with
pain split and other shenanigans.
