It's a Jungle Out There !
Team Preview:
Team Preview:
Team Building:
Once the silly tags work for me correctly, I'll write this. But it doesn't want to be helpful at the moment.
The Team:
Nicki (Dwebble) (F) @ Oran Berry
EVs: 36 HP / 236 Atk / 236 Def
Impish Nature (+Def, -SAtk)
- Rock Blast
- Earthquake
- Stealth Rock
- X-Scissor
Unless I see something that I know Nicki
can't stand up to, she is my team's lead.
Sturdy makes sure I get at least Stealth
Rocks up. Rock Blast and Earthquake for
coverage, along with breaking subs with
Rock Blast. Spikes are for extra entry
hazards, if I have any time to get them up.
Spykes (Ferroseed) (M) @ Eviolite
Trait: Iron Barbs
EVs: 84 HP / 36 Atk / 188 Def / 148 SDef / 36 Spd
Careful Nature (+SDef, -SAtk)
- Bullet Seed
- Leech Seed
- Iron Head
- Spikes
My physical wall. Eviolite boosts his already
large defenses, 18 a piece to 27. Iron Barbs is
helpful for the fool who lands physical hits on
my Ferroseed. Bullet Seed breaks subs and is
STAB. Iron Head for flinch and STAB. Leech
Seed is for switching and healing, and Protect
can further Leech Seed stalling. I used Iron
Head over Gyro Ball because of the marginal
Speed differences in LC.
Bouce (Darumaka) (M) @ Choice Band
Trait: Hustle
EVs: 116 HP / 196 Atk / 196 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- Superpower
- Rock Slide
- U-turn
Can I say power house? Darumaka hits really
hard with 18 attack with Choice Band. Flare
Blitz is an uber powerful STAB, though recoil is
a downside. Superpower hits Steels and Normal-
types. Rock Slide for Flyers and Bugs, and U-Turn
if I need to get out of there fast. Apart from that,
a very standard set.
Sparkeh (Chinchou) (M) @ Choice Scarf
Trait: Volt Absorb
EVs: 52 Def / 228 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Ice Beam
- Hydro Pump
- Thunderbolt
- Hidden Power [Grass]
Chinchou is an awesome Scarfer. Volt Absorb
lets me switch into any Electric pokemon to
absorb their STAB. Ice Beam hits Grass, Flyers,
and the odd Dragon. Hydro Pump is wicked
awesome STAB along with Tunderbolt. HP [Grass]
hits other Waters. Again, standard set.
Fluffles (Zorua) (F) @ Life Orb
Trait: Illusion
EVs: 36 HP / 36 Def / 196 SAtk / 236 Spd
Modest Nature (+SAtk, -Atk)
- Dark Pulse
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
Illusion is a pretty cool ability. It's also a fun mind
game. By keeping Calamari at the end of my team,
when I switch into Zorua, she looks like Calamari,
giving a false sense of security to Psychic users.
Nasty Plot sets Zorua up for sweeping. Dark Pulse
for STAB. Shadow Ball is a filler, since I couldn't find
anything else to use. HP [Fighting] hits Normal
pokemon and Steels. Life Orb boosts all her attacks
that much more
Calamari (Tentacool) (F) @ Oran Berry
Trait: Clear Body
EVs: 196 HP / 108 SAtk / 196 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Venoshock
- Surf
- Toxic
Calamari functions as my Special Wall. I used to run
Aqua Ring, but I didn't use it that often, so I replaced
it with Rapid Spin, since I lacked support. Toxic
cripples walls that aren't Ferroseed, and Venoshock
gets boosted to 130BP and STAB. Scary, huh? Surf is
the other STAB. Oran Berry assures a longer life span
in battle. Calamari also serves as a lure for Zorua to
draw out Psychics through Illusion. Clear Body is also
pretty cool since I don't have to worry about stat drops.
Threats in next post!