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I have conceptualised the following team, but before i go to all the trouble of raising them, anyone care to tell me any glaring flaws? It's for playing with friends, not laddering, so the normal rules apply, but Weather is NOT dominant (exists, but it's not like Dory hangs around on every team...), and no Aldaron's Proposal because we hate it. OU and below are allowed, no Ubers, going by Smogon's tiers. I'm mainly needing spreads at this point, as i'm not very good with deciding those, else i'll just probably take them straight off the analysis.

Mienshao @ Choice Scarf
Jolly, Regenerator
U-turn, Stone Edge, HJK, HP Ice
(Meant as a fast revenge killer, and U-turn spammer)

Scizor @ Choice Band
Adamant, Technician
U-Turn, Superpower, Pursuit, Bullet Punch
(Generally alternates with Mienshao, also spams U-Turn)

Jirachi @ Choice Scarf
Adamant, Serene Grace
Trick, Iron Head, U-Turn, Fire Punch
(Last U-turner, cripples walls with TrickScarf, Fire Punch because nothing else has a Fire attack)

Starmie @ Leftovers/Life Orb
____, Natural Cure
Rapid Spin, Ice Beam, Thunderbolt, Hydro Pump
(Have been alternating between Offensive Rapid Spinner, versus Defensive Rapid Spinner, hence the two items. I do find that it dies pretty fast in the Subway, so i'm leaning towards defensive/bulky)

Ferrothorn @ Leftovers
Relaxed, Iron Barbs
Leech Seed, Spikes, Protect, Gyro Ball
(Sets up hazards, and all round staller/defensive wall. Seed + Lefties for recovery, Gyro Ball to avoid being completely Taunt weak. Also gives an option to U-turn out to, when other pokemon can't take an attack ont eh switch)

Gyarados @ Leftovers
Impish, Intimidate
Rest, Sleep Talk, Waterfall, Roar/Avalanche
(Pretty reliable, i've found. Used to be a Balloon Heatran, but i had a lot of issues with ground attacks, so i wanted to avoid a fourth Steel type. Leaning towards Avalanche, if only because Mienshao's HP Ice doesn't always kill)

So that's the team. I've not got spreads for them just yet, so if anyone would mind giving me spreads, i'd appreciate it. The team is designed to be almost constantly U-turning to force switches, so both Ferrothorn and Starmie are quite integral in the team in their roles in relation to hazards. I've noticed some issues with Electric Attacks, so i'd like some advice on how to beat that. Thanks everyone.
 
I have conceptualised the following team, but before i go to all the trouble of raising them, anyone care to tell me any glaring flaws? It's for playing with friends, not laddering, so the normal rules apply, but Weather is NOT dominant (exists, but it's not like Dory hangs around on every team...), and no Aldaron's Proposal because we hate it. OU and below are allowed, no Ubers, going by Smogon's tiers. I'm mainly needing spreads at this point, as i'm not very good with deciding those, else i'll just probably take them straight off the analysis.

Mienshao @ Choice Scarf
Jolly, Regenerator
U-turn, Stone Edge, HJK, HP Ice
(Meant as a fast revenge killer, and U-turn spammer)

Scizor @ Choice Band
Adamant, Technician
U-Turn, Superpower, Pursuit, Bullet Punch
(Generally alternates with Mienshao, also spams U-Turn)

Jirachi @ Choice Scarf
Adamant, Serene Grace
Trick, Iron Head, U-Turn, Fire Punch
(Last U-turner, cripples walls with TrickScarf, Fire Punch because nothing else has a Fire attack)

Starmie @ Leftovers/Life Orb
____, Natural Cure
Rapid Spin, Ice Beam, Thunderbolt, Hydro Pump
(Have been alternating between Offensive Rapid Spinner, versus Defensive Rapid Spinner, hence the two items. I do find that it dies pretty fast in the Subway, so i'm leaning towards defensive/bulky)

Ferrothorn @ Leftovers
Relaxed, Iron Barbs
Leech Seed, Spikes, Stealth Rock, Gyro Ball
(Sets up hazards, and all round staller/defensive wall. Seed + Lefties for recovery, Gyro Ball to avoid being completely Taunt weak. Also gives an option to U-turn out to, when other pokemon can't take an attack ont eh switch)

Gyarados @ Leftovers
Impish, Intimidate
Rest, Sleep Talk, Waterfall, Roar/Avalanche
(Pretty reliable, i've found. Used to be a Balloon Heatran, but i had a lot of issues with ground attacks, so i wanted to avoid a fourth Steel type. Leaning towards Avalanche, if only because Mienshao's HP Ice doesn't always kill)

So that's the team. I've not got spreads for them just yet, so if anyone would mind giving me spreads, i'd appreciate it. The team is designed to be almost constantly U-turning to force switches, so both Ferrothorn and Starmie are quite integral in the team in their roles in relation to hazards. I've noticed some issues with Electric Attacks, so i'd like some advice on how to beat that. Thanks everyone.
This belongs in RMT, not Ask a simple question.
 
When breeding with an Everstone, is all that is passed down the nature? I'm breeding Drillburs and they keep getting the same ability as the female parent (sand force) - am I having really bad luck or is there something I don't know?
 
When breeding with an Everstone, is all that is passed down the nature? I'm breeding Drillburs and they keep getting the same ability as the female parent (sand force) - am I having really bad luck or is there something I don't know?
Only bad luck, all that everstone does, when breeding, is raise the chance to have the parent nature holding it by 50%.

@Treadshot A1: As flashkickass said, but didn't explain, you ferrothorn has an ilegal movepool cause stealth rock, spikes and leech seed can't be breed together, the only possible combos would be:

1-Stealth rock and leech seed.
2-Spikes and leech seed.
3-Stealth rock and spikes.
Choose.
 
Anyone knows where I can find animated shiny sprites?
Like this, but then the shiny ones.
149.gif
 
This belongs in RMT, not Ask a simple question.

Since i don't have spreads, nor the team created yet, and thus can't playtest it, there is no way i can make an RMT for this. The reason i posted here is to get all the obvious, initial bugs fixed first. And anyways, i'm certainly not the first ot do this, so i'm pretty sure this is the place to post it.

your ferrothorn is illegal also.

Crap, you're right. I'll fix that.
 
Redjar: Go talk to the guy in the Battle Subway main room, right next to the stairs as you enter. He'll tell you the highest IV(s) and if he says "It can't be better in that regard", it means it's a 31.
 
If the user of wide guard faints before the end of the turn, would wide guard still protect the partners in double and triple battle?
 
I have a question: Why aren't the stickies "Ask a Simple Question" and "Forum Rules" enlarged to 5 times the size of other thread's titles and why are they not bolded all the time? Maybe a few neon arrows pointing towards them saying "Read these first" would be good also.
 
Question! Whirlpool, Fire Spin, Sand Tomb, etc.. If you use one of those moves, then switch out, does the "trap" effect still last? i cant seem to find it anywhere online. I know that block and the likes only stay through baton pass, i was just wondering if the 4-5 turn trap moves were the same.

Thanks in advance! ^_^
 
Question! Whirlpool, Fire Spin, Sand Tomb, etc.. If you use one of those moves, then switch out, does the "trap" effect still last? i cant seem to find it anywhere online. I know that block and the likes only stay through baton pass, i was just wondering if the 4-5 turn trap moves were the same.

Thanks in advance! ^_^

No, and you can't Baton Pass the effects of Mean Look or Block anymore.
 
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