I doubt this team would be any good competitively, but it might be interesting to try in the Battle Subway or in a casual battle. I personally haven't tried it myself, but I'm going to start breeding/training to see if it really is any good. I don't have items for any of them either, this just came to me.
The basic idea here is to give a pokemon knowing Stored Power the ability Simple, and then spam it with Acupressure. If it works like it's supposed to, you end up with a pokemon that has 4x its normal stats (and 3x accuracy and evasion) and an attack with base power 860 (I think). Of course, opponents' stat-reducing moves could be an issue here, but they would have to be used early or else the ridiculous gain in effective attack power/speed could take them out before this could happen. And then there's Punishment... Which is most certainly the bane of this team. As well as Dragon Tail or anything like that.
1. Musharna
Ability: Synchronize
EVs: 252 HP, 252 SpD, 4 Def
Nature: Calm (+SpD,-Atk)
- Stored Power
- Moonlight
- Calm Mind
- Psychic
This will be the pokemon to receive the ability Simple. The basic idea is to keep it alive until you really start pumping its stats, hence the defenses and Moonlight, and get a head start with Calm Mind (total +4 stat raises with Simple, 2 of which would be SpA). I guess you could use Psychic before Stored Power gets big, but that shouldn't take long.
2. Audino
Ability: Healer
EVs: 252 HP, 252 Def, 4 SpD
Nature: Impish (+Def, -SpA)
- Simple Beam
- Heal Pulse
- Thunder Wave
- Return
This is the pokemon that will be giving Musharna Simple. That's all it's used for, you can switch it out once that's done (likely to Shuckle, the next one in the list). Once you're done Acupressure-ing, you could switch it in for support, or even leave it in the whole time until it dies in a triple battle, but that's probably not the greatest idea.
3. Shuckle
Ability: Sturdy
EVs: 252 Def, 252 SpD, 4 HP
Nature: Impish (+Def, -SpA)
- Acupressure
- Guard Split
- Safeguard
- Knock Off
Shuckle can be used in two ways. You can just Acupressure over and over again, but he can also help Musharna another way. Guard Split and Safeguard can beef up Musharna and prevent any nasty status for a while. Knock Off is there to get rid of any annoying items your opponent might be holding too.
4. Medicham
Ability: Pure Power
EVs: 252 Atk, 252 Spe, 4 HP
Nature: Adamant (+Atk, -SpA)
- Acupressure
- Drain Punch
- Fire Punch
- Psych Up
Medicham has almost as much potential as Musharna, simply because of a chance combination of movepool and ability. With Pure Power and Psych Up, he could copy Musharna's (hopefully) ridiculous stats, and then you have two pokemon with grossly inflated stats, and because of Medicham's ability, one of them could have 8x the normal attack. And Drain Punch helps keep him alive, of course.
5. Dodrio
Ability: Early Bird
EVs: 252 Atk, 252 Spe
Nature: Jolly (+Spe, -SpD)
- Acupressure
- Brave Bird
- Rest
- Thrash
These last two pokemon are basically only here because they have the move Acupressure. There's no really involved strategy here, they're just here. Their other three moves are designed so that they can sort of hold their own in case of Musharna's death.
6. Drapion
Ability: Battle Armor
EVs: 252 Atk, 252 Def, 4 HP
Nature: Adamant (+Atk, -SpA)
- Acupressure
- Swords Dance
- Crunch
- Ice Fang
Again, pretty much only here because it's a pretty good pokemon that happens to know Acupressure.
Comments? Ideas? Both are appreciated. Let me know if there is any way to improve this, or if it's just total junk and a bad attempt at trying to utilize an otherwise unpredictable move
The basic idea here is to give a pokemon knowing Stored Power the ability Simple, and then spam it with Acupressure. If it works like it's supposed to, you end up with a pokemon that has 4x its normal stats (and 3x accuracy and evasion) and an attack with base power 860 (I think). Of course, opponents' stat-reducing moves could be an issue here, but they would have to be used early or else the ridiculous gain in effective attack power/speed could take them out before this could happen. And then there's Punishment... Which is most certainly the bane of this team. As well as Dragon Tail or anything like that.
1. Musharna
Ability: Synchronize
EVs: 252 HP, 252 SpD, 4 Def
Nature: Calm (+SpD,-Atk)
- Stored Power
- Moonlight
- Calm Mind
- Psychic
This will be the pokemon to receive the ability Simple. The basic idea is to keep it alive until you really start pumping its stats, hence the defenses and Moonlight, and get a head start with Calm Mind (total +4 stat raises with Simple, 2 of which would be SpA). I guess you could use Psychic before Stored Power gets big, but that shouldn't take long.
2. Audino
Ability: Healer
EVs: 252 HP, 252 Def, 4 SpD
Nature: Impish (+Def, -SpA)
- Simple Beam
- Heal Pulse
- Thunder Wave
- Return
This is the pokemon that will be giving Musharna Simple. That's all it's used for, you can switch it out once that's done (likely to Shuckle, the next one in the list). Once you're done Acupressure-ing, you could switch it in for support, or even leave it in the whole time until it dies in a triple battle, but that's probably not the greatest idea.
3. Shuckle
Ability: Sturdy
EVs: 252 Def, 252 SpD, 4 HP
Nature: Impish (+Def, -SpA)
- Acupressure
- Guard Split
- Safeguard
- Knock Off
Shuckle can be used in two ways. You can just Acupressure over and over again, but he can also help Musharna another way. Guard Split and Safeguard can beef up Musharna and prevent any nasty status for a while. Knock Off is there to get rid of any annoying items your opponent might be holding too.
4. Medicham
Ability: Pure Power
EVs: 252 Atk, 252 Spe, 4 HP
Nature: Adamant (+Atk, -SpA)
- Acupressure
- Drain Punch
- Fire Punch
- Psych Up
Medicham has almost as much potential as Musharna, simply because of a chance combination of movepool and ability. With Pure Power and Psych Up, he could copy Musharna's (hopefully) ridiculous stats, and then you have two pokemon with grossly inflated stats, and because of Medicham's ability, one of them could have 8x the normal attack. And Drain Punch helps keep him alive, of course.
5. Dodrio
Ability: Early Bird
EVs: 252 Atk, 252 Spe
Nature: Jolly (+Spe, -SpD)
- Acupressure
- Brave Bird
- Rest
- Thrash
These last two pokemon are basically only here because they have the move Acupressure. There's no really involved strategy here, they're just here. Their other three moves are designed so that they can sort of hold their own in case of Musharna's death.
6. Drapion
Ability: Battle Armor
EVs: 252 Atk, 252 Def, 4 HP
Nature: Adamant (+Atk, -SpA)
- Acupressure
- Swords Dance
- Crunch
- Ice Fang
Again, pretty much only here because it's a pretty good pokemon that happens to know Acupressure.
Comments? Ideas? Both are appreciated. Let me know if there is any way to improve this, or if it's just total junk and a bad attempt at trying to utilize an otherwise unpredictable move