I'm fine with playing 'Nape. Can't wait to see how this comes out.
Alexwolf / Temp V1
Alexwolf / Temp V1
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
![]()
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.
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.
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).
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!