Battlestar Pokemon Team!

Hey

Backstory: This team sort of evolved from my in-game where i needed a decent fighting resist/immunity that i hadnt used before. Enter Zubat! i think i've always resisted the urge to use one/anything in its family since yellow and all the cave issues that drove me crazy. Since most of my teams usually lack any sort of synergy and i end up trying to shove Stealth rock/spikes/other passive damage into it i decided to try to go back to the basics, type - type advantages, resists, immunitys and how they can play off each other. granted this should be taken into all sorts of team building i decided to make it part of my premise, alongside using cooler (lol) pokes in general.

Anyway, ^ plus other general stuff eventuated into this team. There are quite a few holes in it, some of which are move obvious to me than others so in addition to providing an actual rating (as in /10) i request solid critique (which is pretty much the main point of this subforum anyway).

...

>>>Athena<<<
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Crobat @ Leftovers
Inner Focus
EVs: 252 HP / 40 Def / 216 Spd
Jolly
-Brave Bird
-U-Turn
-Taunt
-Roost

Crobat's my lead, speedy/taunting leads with U-turn are always good and crobat is the first in the 'chain' of resists, most important 4x fighting 4x bug and ground immunity. I choose not to run hypnosis, despite the fact that fast sleeps are always handy, so that i can use brave bird for extra power - subsequently allowing me to bulk up her defence a bit (as well as the fact that starbuck uses it). Roost takes care of the recoil. 216 speed to outrun the 125 family, max isn't needed as jolteons/aerodactyls make me lose chicken. ...
oh a question: does a roosting crobat remove toxic spikes?

>>>Caprica<<<
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Celebi @ Leftovers
Natural Cure
EVs: 252 HP / 220 Def / 36 Spd
Bold
-HP Ice
-Grass Knot
-Recover
-Leech Seed

Celebi acts as my defensive wall and my general escape pokemon that i run to if i have to leech/recover stall pokes. Defensive despite (what i hear?) it being more of a special little pixie. i like leech seed as it sort of negates blisseys tosses on most of my team as well as acting as a psuedo psuedo psuedo hazer, (roar etc being ps-haze, perish song as ps-ps haze, and leech seed as ppp hazer [yes leech seed could go into pp haze but who cares]). Ev spread from the analysis :/ speed for 245 - outspeeding 244's (lol). Hp ice for dragons, grass knot for stab/wearing down.
psychic/grass really only adds layers to my resists (fighting/ground/water etc) but her role is very different to my main resists to each type.

>>>Adama<<<
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Lanturn @ Leftovers
Volt Absorb
EVs: 40 HP / 192 spA / 240 spD / 36 spd
Calm
-Thunderbolt
-Surf
-Rest
-Sleep Talk

Lanturn is cool, whales are cool. i have nothing against blissey, i actually like her but an electric absorbing whale that 'replaces' her is too cool.
Lanturn adds bolt beam immunity/resist as well as resists to water/ice/flying and some others. he's the least tested member of my team, i havent even used rest/talk yet, but he does help with removing waters/some infernape. EVs directly from analysis ( i think) .

>>>>>>>>>>STARBUCK<<<<<<<<<<<<<
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Ninetales @ Wide Lens
Flash Fire
EVs: 6 HP / 252 SpA / 252 Spd
Timid
-Fire Blast
-Energy Ball
-Hypnosis
-Nasty Plot

I love Ninetales, I love Starbuck and I love this set. Adds the fire immunity that we all know and love, has issues with those who get stab on fire attacks but works out fine. Ice resist is useful on occassion aswell. Nasty plot/hypnosis is great. EVs of sweeper, tempting to move some spA to HP due to nasty plot but having such lackluster spA makes me weary. Fire blast over flamethrower for extra power aswell as more use out of wide lens. wide lens helps alot on this set, hypnosis still misses too much when i use it though ( never when used against me ).

>>>>>>>>>>>>LEOBEN<<<<<<<<<<<<<
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Gallade @ Choice Band
Steadfast
EVs: 60 HP / 252 Atk / 192 Spd
Adamant
-Close Combat
-Ice Punch
-Pyscho Cut
-Night Slash

Gallade and Leoben are both aweessssome, which leads to the regret in saying that his spot seems to be the most vulnerable. maybe i should take the 192 spd (netting 245) and bulk him up hp/def (despite spD being better etc) to a) enhance the difference in role between himself and \/, and b) making him a better semi-counter for tyranitar. anyway, he adds my only rock resist, which isnt as sturdy as itd like but still, he exists. id like a better rock resist, aswell as an additional flying/dark resist (which leads me to consider a steel, adding dragon resist. but yeah, any filler will open up different holes and remove the coolness that is gallade - despite that ive considered hitmontop [adding more sure fire tyranitar counter safeguarding celebi / as well as intimidate] but yes opinions please

>>>>>>>>>>>>APOLLO<<<<<<<<<<<<<
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Weavile @ Choice Band
Pressure
EVs: 6 HP / 252 Atk / 216 spd / 34 spD
Ice Shard
Ice Punch
Brick Break
Pursuit

Now Weavile, surprisingly, fills some defensive holes i had in my team. the attacking coverage is covered by gallade (which heightens my feeling that he can be replaced - weavile however, can probably not) but is backed up by different stab and functional moves. ice shard has been my saving grace once ive worn down (some times to like 25%) some threats that i have trouble with, the job gets done in the end though. Ice punch is very interchangeable with night slash for different 'main' stab, but i find i dont use any move in that slot excessively. Pursuit is for the things that weavile is here to cover, it dents cresselia quite badly while (almost always) ensuring that once i see gengar (depends on who he is in against) he dies. ( i havent run into many azelf/alakazams but it would obviously help on them also ). The EVs might seem odd, ( or maybe not, i wouldnt know ) but the spD evs are to safeguard against a modest specs gengars shadow ball ohkoing (w crit)(rare though they might be).
The logic i used there is that gengar is usually in against one of my pokes that he'd rather shadow ball then sleep, in comes weavile and removes him as a threat. Weavile doesnt play well with scarfed gengars that arent using shadow ball, however the 3 or 4 gengars that ive seen havent failed to play into my expectations. 216 speed to beat out the 120 bases, 125s are rare, ice shard for the swellows anyhow. in addition to the ghost coverage, he adds a psy immunity which is helpful in relation to crobat.


ok so maybe my teams type coverage (backwards) isnt the most stellar but with some prediction the players cover each other well.
i know ive missed some of the logic that went behind my decisions so anything glaring, point it out. but generally most threats are covered in either a prediction based, or wholly based way.

Metagross/tyranitar/ infernape have caused the most problems (remember, limited experience with this team) but when they cause problems they seem to be life orbing it, so they can be worn down and eventually sharded (an unfortunately common back up).
No spinner or spiker despite a few rock weaks.

This team sort of goes back to the traditions or attack/defend/ and use type advantages...(aswell as abilities).

This team is extremely maleable. Be kind, but brutal (less to me more to the pokes).

Thus ends my huge paragraph team post.

Thankyou for rating/suggesting improvements in advance.
 
Hrm, since you need a Tyranitar counter, and a rapid spinner, why not Hitmontop?

A technitop set with Triple Kick and Mach Punch could screw over any tyranitar, even BOAH while Fake Out + Mach Punch would maim Infernape. Couple that with a handy dark and rock resist... yep, 'Top would be great.

BTW, can't Lanturn handle Infernape, I thought it was very light.
 
@Puggy: true, it does hurt but its emphasis is quite big but is lessened (only slightyly) by the fact that crobat can roost since he is the closest defensive sr weak i have (ninetales/weavile - while hating it can live). nonetheless hitmontop is being considered to fill this hole. thanks for pointing it out and for future help lol.

@DarkSuicune: ty! they both great, especially ninetales. its more-than-useable speed /hypnosis/nasty plot + coverage are so fun to use. she's the best of the started fire quadripeds lol. damn heatran, and to a lesser extent houndoom for trying to outshine the fox!

@skiddle: Hitmontop does seem to fit quite well. while a technitop set is extremely appealing, in that it could double cover alot of things i seem to take issue with, intimidate is too good as general support. i've used hitmontop a few times and really like the rapid spin/close combat/toxic/stone edge supporter set but im tempted to try out a triple kicker to deal more efficiently with BOAH. do you think rapid spin/ triple kick/toxic stone edge would be the best fit on this team?

Thanks for your help, and Lanturn can handle infernape - if he's a) special, b) mixed but uses special against lanturn. even if he nasty plots on the switch its a 2hko with grass knot. the problem is close combat, getting it on the switch to be more precise.
 
Nothing really wrong with the sets themselves TBH.

A well played Mamoswine could cause some havoc as it hits 4/6 members of your team for SE. The other 2 can't take phys attacks anyway. It won't blow your team to pieces but it could cause some problems.

Also Cress would fix you Garchomp problem as well as your nape problem. Not sure what to take out though. I also recommend Hitmontop as well.
 
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