First team, little more thought, looking for input
I'd gotten one reply and one infraction for the last post due to lack of details. I'm trying to get the team rated so that I can improve it, so I'll ask about what can be improved on most of them on a few points.
Since I didn't know much about EV training before I got here (last game in the Pokemon Series I played was Crystal), I plan on taking full advantage the EV training and Natures to get their stats as high as I can. So far I've reset the EVs using the berries listed in the 4th gen EVs in the Smogon University, and I'm training them to get the EVs higher. They are not maxed out yet, so If somebody just complains about that, at least back it up by saying what the EVs could be of use. So for the moment, I have the EVs tested by using Shoddy, and some of the stats derived from that. If they are, I'll mark it with *!*
Current Team
1.) Lead
Lanturn @ Wise glasses
Ability: Volt absorb
nature: Modest
EVs: 18 HP, 252 Special Attack, 240 Speed
HP: 395
Att: 136
Def: 152
Sp. Att.: 276 *!*
Sp. Def.: 187
Speed: 230 *!*
Attacks
- Ice Beam
- Discharge
- Surf
- Brine (thinking about replacing. due to reasonable health, substitute (thanks for the suggestion Soonerorlater), or another offensive ability such as signal beam)
I had this one as lead due to the types and ability. To those of you not familiar, Lanturn is a Water/Electric mix, which means that it is resistant to Water, Fire, Rock, Ground is balanced, with Volt Absorb is immune to electric, but has a weakness to Grass and Dragon. I think I've countered it by having Ice beam equiped. With its current moves, it can attack Fire, Ground, Rock with Surf to get super effective hits (damage*2*1.5 for super effective hits, and the attack matches one of its types). With Discharge, it can hit Water and Flying (damage*2*1.5). With Ice, it can hit Grass, Ground, Flying, and Dragon types, which can even the tables against its two main weaknesses. I'm considering replacing Brine, so which move can it learn to max out its damage efficiency?
Since somebody might ask why I'd have Wise Glasses instead Choice Lens, I'll explain. Wise glasses can improve the effectiveness of special attack based moves (which is its only type of attack). Choice lens, while doing the same thing, limits the attacks that it can use to whatever the first one while it was out. Given the fact that I'm trying to get it to be effective against as many types as possible, this would be counter productive. Expert Belt would work for this, but would have the added damage limited to whatever attack scores the super effective bonus.
I've been EV training it against those that provide EV points to Health, and a power lens to give it 4 Special Attack points with each fight. And since I'm talking about EV training, I'll ask one question. It says that any pokemon that took part in a battle will gain EVs, but if you have one with something like power lens (+4 Spec. Att. EVs)equiped on one, and another has Power Weight (+4 HP EVs), do you get the EV effect from both of them if each pokemon was in the battle?
2.) Physical Tank / possible lead?
Rhyperior (no item equiped, looking for suggestions)
Ability: Lightningrod
Nature: Relaxed
EVs: 150 HP, 160 Attack, 250 Defense
HP: 408 *!*
Att.: 356 *!*
Def: 380 *!*
Sp.Att: 146
Sp.Def: 156
Speed: 108
Attacks
- Earthquake
- Rock Climb (plan on replacing with giga impact or other attack)
- Ice Punch/Thunder Punch/Fire Punch
- Stealth Rock
I have this one set up as a physical tank because of its high defense and health. I plan on replacing this one with one that has the Rock Solid ability to max out this effect against those that deal damage based on their attack stat. Its types make it resistant to Fire, Fighting, and Rock, immune to electric, weaknesses to Poison, Bug, and Steel negated, and receives super effective damage from Water, Ground, and Grass. To solve those weaknesses, I'm considering switching Stone edge with either Fire Punch, Thunder Punch, or Ice punch. Since Fire Punch gives it extra damage against Grass, Ice, Bug, and Steel, as compared to Thunder Punch has bonus damage against Water and Flying, and Ice punch works against Grass, Dragon, and flying. I'm uncertain which one to go with, for obvious reasons. Each one does something against one of its weaknesses, Fire punch goes well against the high defense Steel types, Thunder punch works against water types which I see more than grass types,and Ice punch works well against Dragon types. I'm having difficulty settling on one. But since I'd like to have Giga Tackle (the hyper beam physical equivalent), which move could be replaced? (maybe Stone Edge).
Stealth rock is the reason I'd consider having it as a lead, since most leads use something such as stealth rock, meaning he won't have to worry about an attack. Are there any water or grass types that can be used as a lead that I should be worried about if I do that? I haven't seen any used for that purpose, but I'm not certain if it can't be done, so I might select the punch based on that.
For items to equip, I'm considering Leftovers due to its high health. Are there any other items such as Muscle band that are worth considering?
3.) Possible lead alt
Crobat, once again no item equiped.
Ability: Inner Focus
Nature: Adamant
EVs: 244 HP, 46 Att, 220 speed
HP: 372 *!*
Att.: 249 *!*
Def: 196 *!*
Sp.Att: 158 *!*
Sp.Def: 196 *!*
Speed: 351 *!*
Attacks
- Brave Bird
- X-scizzor
- Zen Headbutt
- Hypnosis
Being part poison, it is resistant to a lot of attacks, but I'd say its main threats are psychic, rock, and electric type attacks. X-scizzor was selected to allow it to do damage against Psychic types, but also does more damage against dark types. I'm a tired at the moment, so I won't do all the work for the people rating right now.
Brave bird works against grass and bug types, which seems to be something that this team works well against already. Its high base damage and recoil work though, since it has enough health. X-Scizzor is useful against psychic and dark types, allowing this to have the potential to take down Tyranitar. Zen Headbutt allows it to go against other poison types, combining its speed with damage. Hypnosis was choosen due to the fact that it can make the other pokemon sleep for a few turns while it works.
Which items would be of use to Crobat?
4.) Vengence
Gardevoir
Ability: Trace
Nature: Mild
HP: 260
Att.: 165
Def: 185
Sp.Att: 313
Sp.Def: 257
Speed: 190
Attacks
- Shadow Ball
- Psychic
- Focus Blast
- Charge Beam
Being a Psychic type, its weaknesses are Bug, Ghost, and Dark, and strong against Fighting and Poison. To counter the threat of Ghosts, I gave it Shadow Ball, which also gives it an edge against other Psychics. Psychic is just an overall effective attack when you combine high special attack with type bonus (damage *1.5 for type bonus). Shadow Ball and Psychic both have a chance to lower the Foe's Special Defense, which means if it doesn't take it out in one hit, a two hit KO is likely. Focus Blast was choosen to counter Dark types, but also does more damage against normal (that'd be of use against Blissy if it didn't have such a high special defense), Ice, Rock, and Steel. Charge beam was choosen due to the potential to raise Special Attack, making all the other attacks more effective, and does more damage against Water and Flying.
I called this one Vengence because I was considering replacing Charge Beam with Destiny Bond, allowing it to take its foe with it should the match not be evenly balanced. Would this be a good decision to look at? "If you can't beat your enemy, make them join you."
I'm considering switching this one with Metagros (already asked about this, but if somebody could give me details as to what to look for when trying to find a Metagros) to give a bonus to the defense and special Defense.
OR, This alternate
Metagross @ muscle band
Ability: Clear body
Nature: Adamant
EVs: 160 HP, 200 ATT, 52 defense, 96 speed
Stats
HP: 341 *!*
Attack: 391 *!*
Defense: 309 *!*
Special Attack: 203 *!*
Special Defense: 216 *!*
Speed: 200 *!*
Attacks
- Aerial Ace?
- Bullet Punch?
- Zen Headbut?
- Explosion
This one addresses one of Gardevoir's weaknesses, which is its low defenses and health, getting a boost to speed, sacrificing Special Attack for Attack. I know this move set is weak, with explosion being used as a last ditch move, so the moves I'm leaving open. Since explosion won't work on ghost types, I'm looking for an attack that Metagross can learn, and is super effective against ghosts. Otherwise, the base damage of the attacks is low, compensated for with the high attack stat, but since this always seems to go against those with high defense, I'm uncertain about the moves. Aerial Ace was to take out bug types, although I'm uncertain about keeping it since I havn't found it to be of much use against anything else.
For Metagross, I'M LOOKING FOR ALL THE ADVICE I CAN GET.
5.) Nasty Plot
Houndoom
Ability: Early Bird
Nature: Careful
EVs: 110 HP, 110 speed, 220 special attack
HP: 331 *!*
Att.: 216
Def: 136
Sp.Att: 279 *!*
Sp.Def: 215
Speed: 253 *!*
Attacks
- Nasty Plot
- Flamethrower
- Dark Pulse
- Sludge Bomb
I know the stats on this one are horrible, but I'm working to see if I can fix that. A Fire/Dark type mix, it has an advantage against Grass, Ice, Bug, Steel, and Ghost types, Completely immune to Phychic attacks, but isn't as effective against Fire (A reason I'm working towards getting one with the ability Flash Fire) and Dark, and weak against Water, Rock, Dragon, and Fighting. Nasty Plot raises Special Attack, which means at most I only have one shot to use it. Flamethrower has the chance to inflict a burn, lowering attack and lowering HP each turn. This move is effective against most fighting types as their main stat is attack (and makes things a bit easier) when it inflicts a burn, Grass, Ice, and Steel. Dark Pulse has a chance to cause the other pokemon to flinch, and causes more damage against Psychic and Ghost types. I'm considering switching Sludge Bomb with something else because it already has one status inducing move that works much better, and am looking for suggestions.
6.) Last Chance
Abomasnow @ Occa Berry
Ability: Snow warning (causes a hailstorm)
Nature: Impish nature
EVs: 96 HP, 162 speed, 252 special attack
HP: 317 *!*
Att.: 219
Def: 250
Sp.Att: 254 *!*
Sp.Def: 179
Speed: 196 *!*
Attacks
- Blizzard
- Water Pulse
- Energy Ball
- Hidden Power
I know the stats on this one are even worse, but this one has mostly been just to test out this pokemon. So far I've tested it a time or two on shoody with a similar move set (hidden power was switched a few times), and found it effective as a final option, managing to take out one or two before finally going down, usually in flames. The numerous weaknesses are mentioned enough for this one, so I won't go into that. Although, it is resistant to Water, Electric, Grass, and Ground.
For the move set, Blizzard was choosen due to the advantage that Snow warning provides to its otherwise less than hopeful accuracy (70%), and provides extra damage against Grass, Ground, Flying (one of its weaknesses), and Dragon. Water Pulse was choosen due to the damage it does against Fire types (biggest threat), Ground, and Rock. Energy Ball does extra damage because it matches types (just like blizzard, so both recieve extra damage), and does a reasonable ammount of damage against Water, Ground, and Rock. I've been switching Hidden power just to test it. If anybody knows how to figure out what type of damage it deals through something other than trial and error on Heart Gold, it'd help because I've been unsuccessful in regards to this. Should Hidden power do extra damage against types that its already well set against, what would it be worth switching for? Because Attack and Special attack are so close together, which moves could be replaced by a more powerful physical equivalent.
And in regards to it's stats, I'm considering attack based moves, so which natures would allow it to no longer have the lowered Special attack Growth, but sacrifice speed in favor of one defense type.
I'm going over it a bit more, trying to up a threat list by type, but otherwise, what should I be looking at improving?
Since I said I'd include future team, here is how I plan to improve the team
1.) Lanturn
- Replace Brine
2.) Rhyperior
- Moves: Earthquake, Fire Punch, Giga Tackle, and last move?
3.) Skamory
- looking to completely redo this one, or remove altogether if I switch Gardevoir with Metagros
4.) Gardevoir
- Replace Charge Beam with Destiny Bond
- or replace with Metagross
5.) Houndoom
- Replace Sludge Bomb, breed to get Flash Fire and a nature that works a little bit better for attacks
6.) Abomasnow
- Breed for a different nature, take advantage of similar Attack and Special Attack
For all of the above: - Take advantage of EV training. Going through the EV training section in the Smogon University.
- Add items to each.
I'd gotten one reply and one infraction for the last post due to lack of details. I'm trying to get the team rated so that I can improve it, so I'll ask about what can be improved on most of them on a few points.
Since I didn't know much about EV training before I got here (last game in the Pokemon Series I played was Crystal), I plan on taking full advantage the EV training and Natures to get their stats as high as I can. So far I've reset the EVs using the berries listed in the 4th gen EVs in the Smogon University, and I'm training them to get the EVs higher. They are not maxed out yet, so If somebody just complains about that, at least back it up by saying what the EVs could be of use. So for the moment, I have the EVs tested by using Shoddy, and some of the stats derived from that. If they are, I'll mark it with *!*
Current Team
1.) Lead
Lanturn @ Wise glasses
Ability: Volt absorb
nature: Modest
EVs: 18 HP, 252 Special Attack, 240 Speed
HP: 395
Att: 136
Def: 152
Sp. Att.: 276 *!*
Sp. Def.: 187
Speed: 230 *!*
Attacks
- Ice Beam
- Discharge
- Surf
- Brine (thinking about replacing. due to reasonable health, substitute (thanks for the suggestion Soonerorlater), or another offensive ability such as signal beam)
I had this one as lead due to the types and ability. To those of you not familiar, Lanturn is a Water/Electric mix, which means that it is resistant to Water, Fire, Rock, Ground is balanced, with Volt Absorb is immune to electric, but has a weakness to Grass and Dragon. I think I've countered it by having Ice beam equiped. With its current moves, it can attack Fire, Ground, Rock with Surf to get super effective hits (damage*2*1.5 for super effective hits, and the attack matches one of its types). With Discharge, it can hit Water and Flying (damage*2*1.5). With Ice, it can hit Grass, Ground, Flying, and Dragon types, which can even the tables against its two main weaknesses. I'm considering replacing Brine, so which move can it learn to max out its damage efficiency?
Since somebody might ask why I'd have Wise Glasses instead Choice Lens, I'll explain. Wise glasses can improve the effectiveness of special attack based moves (which is its only type of attack). Choice lens, while doing the same thing, limits the attacks that it can use to whatever the first one while it was out. Given the fact that I'm trying to get it to be effective against as many types as possible, this would be counter productive. Expert Belt would work for this, but would have the added damage limited to whatever attack scores the super effective bonus.
I've been EV training it against those that provide EV points to Health, and a power lens to give it 4 Special Attack points with each fight. And since I'm talking about EV training, I'll ask one question. It says that any pokemon that took part in a battle will gain EVs, but if you have one with something like power lens (+4 Spec. Att. EVs)equiped on one, and another has Power Weight (+4 HP EVs), do you get the EV effect from both of them if each pokemon was in the battle?
2.) Physical Tank / possible lead?
Rhyperior (no item equiped, looking for suggestions)
Ability: Lightningrod
Nature: Relaxed
EVs: 150 HP, 160 Attack, 250 Defense
HP: 408 *!*
Att.: 356 *!*
Def: 380 *!*
Sp.Att: 146
Sp.Def: 156
Speed: 108
Attacks
- Earthquake
- Rock Climb (plan on replacing with giga impact or other attack)
- Ice Punch/Thunder Punch/Fire Punch
- Stealth Rock
I have this one set up as a physical tank because of its high defense and health. I plan on replacing this one with one that has the Rock Solid ability to max out this effect against those that deal damage based on their attack stat. Its types make it resistant to Fire, Fighting, and Rock, immune to electric, weaknesses to Poison, Bug, and Steel negated, and receives super effective damage from Water, Ground, and Grass. To solve those weaknesses, I'm considering switching Stone edge with either Fire Punch, Thunder Punch, or Ice punch. Since Fire Punch gives it extra damage against Grass, Ice, Bug, and Steel, as compared to Thunder Punch has bonus damage against Water and Flying, and Ice punch works against Grass, Dragon, and flying. I'm uncertain which one to go with, for obvious reasons. Each one does something against one of its weaknesses, Fire punch goes well against the high defense Steel types, Thunder punch works against water types which I see more than grass types,and Ice punch works well against Dragon types. I'm having difficulty settling on one. But since I'd like to have Giga Tackle (the hyper beam physical equivalent), which move could be replaced? (maybe Stone Edge).
Stealth rock is the reason I'd consider having it as a lead, since most leads use something such as stealth rock, meaning he won't have to worry about an attack. Are there any water or grass types that can be used as a lead that I should be worried about if I do that? I haven't seen any used for that purpose, but I'm not certain if it can't be done, so I might select the punch based on that.
For items to equip, I'm considering Leftovers due to its high health. Are there any other items such as Muscle band that are worth considering?
3.) Possible lead alt
Crobat, once again no item equiped.
Ability: Inner Focus
Nature: Adamant
EVs: 244 HP, 46 Att, 220 speed
HP: 372 *!*
Att.: 249 *!*
Def: 196 *!*
Sp.Att: 158 *!*
Sp.Def: 196 *!*
Speed: 351 *!*
Attacks
- Brave Bird
- X-scizzor
- Zen Headbutt
- Hypnosis
Being part poison, it is resistant to a lot of attacks, but I'd say its main threats are psychic, rock, and electric type attacks. X-scizzor was selected to allow it to do damage against Psychic types, but also does more damage against dark types. I'm a tired at the moment, so I won't do all the work for the people rating right now.
Brave bird works against grass and bug types, which seems to be something that this team works well against already. Its high base damage and recoil work though, since it has enough health. X-Scizzor is useful against psychic and dark types, allowing this to have the potential to take down Tyranitar. Zen Headbutt allows it to go against other poison types, combining its speed with damage. Hypnosis was choosen due to the fact that it can make the other pokemon sleep for a few turns while it works.
Which items would be of use to Crobat?
4.) Vengence
Gardevoir
Ability: Trace
Nature: Mild
HP: 260
Att.: 165
Def: 185
Sp.Att: 313
Sp.Def: 257
Speed: 190
Attacks
- Shadow Ball
- Psychic
- Focus Blast
- Charge Beam
Being a Psychic type, its weaknesses are Bug, Ghost, and Dark, and strong against Fighting and Poison. To counter the threat of Ghosts, I gave it Shadow Ball, which also gives it an edge against other Psychics. Psychic is just an overall effective attack when you combine high special attack with type bonus (damage *1.5 for type bonus). Shadow Ball and Psychic both have a chance to lower the Foe's Special Defense, which means if it doesn't take it out in one hit, a two hit KO is likely. Focus Blast was choosen to counter Dark types, but also does more damage against normal (that'd be of use against Blissy if it didn't have such a high special defense), Ice, Rock, and Steel. Charge beam was choosen due to the potential to raise Special Attack, making all the other attacks more effective, and does more damage against Water and Flying.
I called this one Vengence because I was considering replacing Charge Beam with Destiny Bond, allowing it to take its foe with it should the match not be evenly balanced. Would this be a good decision to look at? "If you can't beat your enemy, make them join you."
I'm considering switching this one with Metagros (already asked about this, but if somebody could give me details as to what to look for when trying to find a Metagros) to give a bonus to the defense and special Defense.
OR, This alternate
Metagross @ muscle band
Ability: Clear body
Nature: Adamant
EVs: 160 HP, 200 ATT, 52 defense, 96 speed
Stats
HP: 341 *!*
Attack: 391 *!*
Defense: 309 *!*
Special Attack: 203 *!*
Special Defense: 216 *!*
Speed: 200 *!*
Attacks
- Aerial Ace?
- Bullet Punch?
- Zen Headbut?
- Explosion
This one addresses one of Gardevoir's weaknesses, which is its low defenses and health, getting a boost to speed, sacrificing Special Attack for Attack. I know this move set is weak, with explosion being used as a last ditch move, so the moves I'm leaving open. Since explosion won't work on ghost types, I'm looking for an attack that Metagross can learn, and is super effective against ghosts. Otherwise, the base damage of the attacks is low, compensated for with the high attack stat, but since this always seems to go against those with high defense, I'm uncertain about the moves. Aerial Ace was to take out bug types, although I'm uncertain about keeping it since I havn't found it to be of much use against anything else.
For Metagross, I'M LOOKING FOR ALL THE ADVICE I CAN GET.
5.) Nasty Plot
Houndoom
Ability: Early Bird
Nature: Careful
EVs: 110 HP, 110 speed, 220 special attack
HP: 331 *!*
Att.: 216
Def: 136
Sp.Att: 279 *!*
Sp.Def: 215
Speed: 253 *!*
Attacks
- Nasty Plot
- Flamethrower
- Dark Pulse
- Sludge Bomb
I know the stats on this one are horrible, but I'm working to see if I can fix that. A Fire/Dark type mix, it has an advantage against Grass, Ice, Bug, Steel, and Ghost types, Completely immune to Phychic attacks, but isn't as effective against Fire (A reason I'm working towards getting one with the ability Flash Fire) and Dark, and weak against Water, Rock, Dragon, and Fighting. Nasty Plot raises Special Attack, which means at most I only have one shot to use it. Flamethrower has the chance to inflict a burn, lowering attack and lowering HP each turn. This move is effective against most fighting types as their main stat is attack (and makes things a bit easier) when it inflicts a burn, Grass, Ice, and Steel. Dark Pulse has a chance to cause the other pokemon to flinch, and causes more damage against Psychic and Ghost types. I'm considering switching Sludge Bomb with something else because it already has one status inducing move that works much better, and am looking for suggestions.
6.) Last Chance
Abomasnow @ Occa Berry
Ability: Snow warning (causes a hailstorm)
Nature: Impish nature
EVs: 96 HP, 162 speed, 252 special attack
HP: 317 *!*
Att.: 219
Def: 250
Sp.Att: 254 *!*
Sp.Def: 179
Speed: 196 *!*
Attacks
- Blizzard
- Water Pulse
- Energy Ball
- Hidden Power
I know the stats on this one are even worse, but this one has mostly been just to test out this pokemon. So far I've tested it a time or two on shoody with a similar move set (hidden power was switched a few times), and found it effective as a final option, managing to take out one or two before finally going down, usually in flames. The numerous weaknesses are mentioned enough for this one, so I won't go into that. Although, it is resistant to Water, Electric, Grass, and Ground.
For the move set, Blizzard was choosen due to the advantage that Snow warning provides to its otherwise less than hopeful accuracy (70%), and provides extra damage against Grass, Ground, Flying (one of its weaknesses), and Dragon. Water Pulse was choosen due to the damage it does against Fire types (biggest threat), Ground, and Rock. Energy Ball does extra damage because it matches types (just like blizzard, so both recieve extra damage), and does a reasonable ammount of damage against Water, Ground, and Rock. I've been switching Hidden power just to test it. If anybody knows how to figure out what type of damage it deals through something other than trial and error on Heart Gold, it'd help because I've been unsuccessful in regards to this. Should Hidden power do extra damage against types that its already well set against, what would it be worth switching for? Because Attack and Special attack are so close together, which moves could be replaced by a more powerful physical equivalent.
And in regards to it's stats, I'm considering attack based moves, so which natures would allow it to no longer have the lowered Special attack Growth, but sacrifice speed in favor of one defense type.
I'm going over it a bit more, trying to up a threat list by type, but otherwise, what should I be looking at improving?
Since I said I'd include future team, here is how I plan to improve the team
1.) Lanturn
- Replace Brine
2.) Rhyperior
- Moves: Earthquake, Fire Punch, Giga Tackle, and last move?
3.) Skamory
- looking to completely redo this one, or remove altogether if I switch Gardevoir with Metagros
4.) Gardevoir
- Replace Charge Beam with Destiny Bond
- or replace with Metagross
5.) Houndoom
- Replace Sludge Bomb, breed to get Flash Fire and a nature that works a little bit better for attacks
6.) Abomasnow
- Breed for a different nature, take advantage of similar Attack and Special Attack
For all of the above: - Take advantage of EV training. Going through the EV training section in the Smogon University.
- Add items to each.