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The outpredicted team

I'd use a ton of Resttalkers and, if allowed, spam OHKO moves. I would use a lot of Quick Claws as well. Basically, I would destroy their prediction by relying entirely on luck.
 
I never said anything about them knowing your team. Imagine it like when you select your move, they get a message that pops up saying "Hey, he's using Outrage!" and they can switch to Skarmory or whatever.

I used to play like this (obviously I'd call out the moves instead of having them give me a virus!) with me calling out my moves. Of course, the teams were stacked as well, with me using an uber team, and them using random OU teams.
 
Status moves become more dangerous, I guess: if your opponent knows that you're using Will-O-Wisp, for example, they can [always?] switch to a Guts or Flash Fire Pokemon. Rest-Talking might work, like Amazing Ampharos said.
 
I'd go lots of U-turn, along with Toxic Spikes, and a bunch of hax items on stuff that don't need lefties, etc. It's definately winnable, as long as they don't have a stall team that counters yours badly. Now, if the computer new your team beforehand, and adjusted to that as well, you'd be screwed.

I like this hypothetical, uhh, thing, Obi.
 
stalling teams won't work I think. Since they rely on passive damage from spikes/sr/toxic spikes, someone who knows what moves you are going to make will just prevent you from ever laying them. They see you switch to skarm/hippo/tenta, they immediately switch in a counter and you're forced to switch out before you can lay down the spikes.

u-turning around could work because they would only see the u-turn and they would have to make a choice before they know what pokemon you u-turn to. But the problem is your only option is to keep u-turning. The minute you stop and choose an actual attack, they switch to something that resists it and hit back.

baton pass also would have some trouble. They barely work well in normal circumstances now. I don't see how you would be able to maintain a baton pass chain when your opponent knows what you're gonna do. Like u-turn you can keep baton passing around and your opponent would be a step behind. But the moment they see that you don't baton pass and use a stat up or something, they would just attack you. I'm not saying it couldn't work but it would depend a lot on the circumstance.
 
See, while that would appear true, the thing is. What if they're team are unable to perform against your team? As Obi just chipped in, they only know what you're about to do. For all you know, they might have no way in hell of stopping (random).
 
Well since I posted 'Strawberry flavoured lies' people have been linking to it and outpredicting me. On topic, I would pack my team with 2 revenge killers and four stallers, probably like Blissey/Cresselia/Skarmory/(bulky water)/Heracross/Dugtrio. But we must also take into consideration that luck sometimes destroys strategy or prediction, so like Amazing Ampharos stated, a team full of hax could win.
 
I'd use A Baton Pass team with Mean Look Umbreon, Magnezone, and Dugtrio. Good luck with Taunting me slick. Basically if you remove such a player's switch option, there are extemely limited amounts of things they can do.

Or this:

Smeargle with Spore/Substitute/Belly Dum/Baton Pass @ Salac.

Rock Head Aerodactyl with Double-Edge/Rock Slide/Pursuit/Earthquake @ Lum Berry.

Yeah slick, switch in your Ghost on DE. Then die to Pursuit whether you switch on not.

Seriously, even if you know what Smeargle's going to do, if you don't have a faster Scarfer or a way to stop it immediately it doesn't matter if you know the move, since Aero can basically cause horrible rape with all of its moves, and will eventually wear whatever down between Earthquake and Double-Edge, even if they always switch between a Flying type and a Steel type. Once they get low enough, Pursuit finishes them off and ruins the switch option. A Salac'd Aerodactyl is faster than any Scarfer, bar of course Trode and Deoxys-E, and not even Scarf-Trode's Thunder Wave can stop it because of Lum.

Now, there are a few ways to counter this, but all of them involve specific pokemon with specific movesets, and this is only a 2 pokemon combination.

Which is of course why you have Magnezone and Dugtrio, since the most popular answer to this is probably Skarmory.

Either way, moves or traits that limit an opponents options are the way to go. Taunt and Mean Look, and you'd want to set down some spikes too, so that their switches aren't free. If a Spiker can't be immediately addressed by their current pokemon, it doesn't matter if they switch.
 
. Your opponent has your computer hacked so that he knows what move you're going to make.

Since he knows what moves you're going to make, it not wrong to say that you are definitely going to lose.

You plan to use explode, he knows you are going to explode so he switches in a Ghost.

You want to play stall, he knows you are going to setup and then he switches at the same turn you switching in your fortress/tentacruel with a faster opponent that with 1HKO them even before you can setup. So you decide to switch but he also knows this so he switches to a counter at the same moment.

So therefore the only way to win is hope he accidentally presses a wrong move or lags out of battle.
 
I think a lot of people are missing the point. The computer doesn't have access to your entire team roster and moveset, and isn't dynamically changing what's in unrevealed Pokeballs to adapt to the situation. So the point is to think about what sort of team you could construct to minimize the handicap of having your move or switch announced.
 
Piece of cake. Lead with TTar @ LO, do some damage until you die, then bring this in.

Probopass @ Leftovers
Defensive build, Magnet Pull
Zap Cannon/Thunderbolt
Earth Power
Charge Beam
Flash Cannon

This looks odd, but as far as my mind can process it hits everything in the game neutral. The exact goal here is to use your moves until your opponents' switching racks up a ton of damage or he foolishly brings in a steel type to be trapped and die. All the while, he's not doing too much damage to you, because Probopass is actually a defensive beast. You're also pulling off charge beams to make yourself stronger.

Also have a Magnezone, or perhaps Magneton for the speed.

In case someone wants to say "he'd just know your strategy and have no steel types", don't forget that you could easily throw something like Specs Kingdra on your team to abuse meteor without an ice weak, and standard revengechomp, and a "standard" revenge-mence with almost an identical moveset/stats as revengechomp. With those three threats, he'll either have to be full of steels, or his steel(s) will die to Probo/Magnezone. And he will obviously end up losing a few Pokémon that he might have needed later- He does only know your current move, not what you're planning to do three turns down.

I don't see how he'd beat you, aside from finding something that can take a +6spatk Probopass (Blissey). Even then, if you replaced Zap Cannon/Thunderbolt with, say, Block, he'd end up with impossible choices to make. Get Blissey stuck in a situation where she can hardly do anything (unless she has ST), or switch something in that he can't switch out, giving you a free switch.

He COULD avoid your trapping ahead of time with other Magnet Pull Pokémon or Shed Shells, but then he's still left with a Metronome weak. >_>

Aside from all that, there aren't too many Pokémon who can take more than so many Draco Meteors/Outrages, and not too many steels with a reliable recovery move...

Oh, and I just thought of one more set for this.
Salamence @ white herb
adamant
152atk/100satk/x speed/rest in hp
Rest
Sleep Talk
Fire Fang
Draco Meteor

EVs are up for change, but the point is that it's impossible for him to predict whether to bring in a steel or not. 50% shot at killing something. Same spread goes for Garchomp, but with EQ over Fire Fang. Obviously, all of the possible moves instantly rape weavile.

Edit: Everything's changed if he doesn't know your team while building his. It makes things a lot simpler. My strategies will work perfectly, then.
 
Let's look at it this way. Firstly, a Starmie with Surf/Thunderbolt/HP Fire/Ice Beam @ Leftovers.

Let's say you use surf against his houndoom. He, knowing the attack, switches to maybe Suicune to take the attack. You use thunderbolt, he switches to hippowdon. You use ice beam, he switches to suicide. Thunderbolt, hippowdon.

Basically, you force him to keep switching. He can't attack you, and despite the fact that it's not very effective,every bit counts.

Also, from the start of the game, take out hippo, use stealth rock. They can't counter that, and sandstream.
 
Let's look at it this way. Firstly, a Starmie with Surf/Thunderbolt/HP Fire/Ice Beam @ Leftovers.

Let's say you use surf against his houndoom. He, knowing the attack, switches to maybe Suicune to take the attack. You use thunderbolt, he switches to hippowdon. You use ice beam, he switches to suicide. Thunderbolt, hippowdon.

Basically, you force him to keep switching. He can't attack you, and despite the fact that it's not very effective,every bit counts.

Also, from the start of the game, take out hippo, use stealth rock. They can't counter that, and sandstream.

I think this post and a few others before it haven't quite got the idea. If I knew what move my opponent was going to use, I'm not exactly forced to keep switching between pokemon that resist those attacks. Even if I didn't have access to your computer, it doesn't take a pro to send out their blissey against starmie and just wall all those attacks at once. You stay in and keep attacking? I attack you. You switch to a physical attacker? I switch to my physical wall the same turn and attack as you are forced to switch again.

Which is why it's clear choice users and LO won't work. LO users will definitely just kill themselves as I keep switching between pokemon that resist the moves. Choice users would be locked into a not very effective attack every single time.

I think a lot of people are missing the point. The computer doesn't have access to your entire team roster and moveset, and isn't dynamically changing what's in unrevealed Pokeballs to adapt to the situation. So the point is to think about what sort of team you could construct to minimize the handicap of having your move or switch announced.

I know that your team doesn't dynamically change according to your opponent but a decent team should be able to handle all the common attacks. If you know the move they are going to use then it shouldn't be difficult to switch in something that resists it, possibly force it to switch and hit back on the switch in.

I agree that the point of this discussion is to minimize the handicap of being outpredicted at every turn. However, this is done not by having "a perfect team" that is minimally handicapped by being outpredicted because such a team does not exist. It's more related to the moves that the pokemon have. As mentioned before, using u-turn, baton pass and ohko moves throw prediction out the window. The first 2 basically reveal nothing to your opponent before they are forced to move. And ohko moves are basically difficult to stop as you cant exactly switch something in to resist them. But of course it has its flaws since the only non-resisted move is sheer cold and you would be walled by sturdy pokemon.
 
I think I'd use the Cancel button a lot.

Now seriously.

Let's look at it this way. Firstly, a Starmie with Surf/Thunderbolt/HP Fire/Ice Beam @ Leftovers.

Let's say you use surf against his houndoom. He, knowing the attack, switches to maybe Suicune to take the attack. You use thunderbolt, he switches to hippowdon. You use ice beam, he switches to suicide. Thunderbolt, hippowdon.

Basically, you force him to keep switching. He can't attack you, and despite the fact that it's not very effective,every bit counts.

Also, from the start of the game, take out hippo, use stealth rock. They can't counter that, and sandstream.

And then they might have Blissey. Or your PP runs out. Or they Knock you Off or Toxic you so you have to switch. They will also be able to Rapid Spin, even if you have a Ghost, because your Ghost will be worn down.

I'd use some of these stall Pokemon such as Sub/Protect Walrein, or Sub/Protect/Taunt Aerodactyl with Aqua Ring/Ingrain Baton Passed.

Boa's Probopass confuses me...that won't hurt much at all, even if Tyranitar suicides. And the opponent might use a Fighting attack on him and he'd die, it's that simple.
 
Jumpluff @ Wide Lens/Leftovers
Chlorophyll
252 Spd 252 Atk 6 Def
Substitute
Leech Seed
Sleep Powder
Aerial Ace
One of the best stallers in the game. With Sunny day support, he can outrun anything unboosted. Wide lens gives 83% acc. sleep powder, leftovers give extra recovery. you sleep powder, then sub, probably on the switch, leech seed, sapping their health. aerial ace for grass types. works even better w/ mean look/BP umbreon or something.
also, a pokemon w/ natural gift/hidden power since they will not know what type it is.
 
I'd most likely play a stall team, but even if you made the best stall team ever, your opponent would likely win if he/she has a team that is even semi-decent. You're never going to be able to set up anything, your opponent will set up everything, and basically you'd be bored and angry.
 
Hmm. Probably alot of moves that are super effective against themselves (dragon, ghost etc), as well as a lot of residual damage (spikes, sand, etc). I would also pack a lot of heavy hitters that make anything switching in uncomfortable (Chomp, Mence, Metagross etc).
 
Fill my team with exploders and dark types that can take care of ghosts.
4 Exploders, Spiritomb to wall, Houndoom to finish opposing Ghosts and Steels with Nasty Plot and decent coverage. xD

*looks up list of Damp Pokemon that prevent Explosion*

I don't think Mind Reader+Sheer Cold Articuno is legal. .______. Or can set up.

*shot*
 
Breloom and Sing Marowak with Focus Punch (hey, it works for me) seem like they could help you as well. If they have a Ghost, uh, well at least you put something to sleep, I guess. Something else I use is a SR/Roar Steelix. Don't underestimate that thing. It can take so much abuse from the physical end. If you force your own switches into SR, things can become bad for them really fast. I guess Skarmory could work there too.
 
Obvious Fighting resist-switch-in aside, what good is Focus Punch when STAB Earthquake does equal or more damage (unless they bring in a Flier I guess, but you could argue Marowak as good as useless in any case).
 
I guess it doesn't make a whole lot of sense in this senario. It's good for Grass switch-ins and such, but, I guess that only works if you have surprise working for you, which you don't for this situation. And, it's not like them switching in a Fighting resister is going to be any different than them switching in a resister to whatever else you were going to use...which I guess is why you said aside from that...
 
Relying on luck is less likely than you having a superior team, cause at the end of the day, the percentage and chance that you don't get lucky are so much more greater than that of one you do get lucky.
 
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