My Aluetta Team

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Aerodactyl @ Life Orb
Pressure
Hasty
255Atk/255Spe
HTML:
<p>moves</p>
<p>-Stone Edge</p>
<p>-Stealth Rock</p>
<p>-Whirlwind</p>
<p>-Taunt</p>

<p>Description</P>
<p>With aerodactyl's amazing speed and ability to set up stealth rock</P>
<p>and taunt, it would be hard and risky for the opponent set stealth rock</p>
<p>as well and even switch out. with whirlwind i can force switch my opponent</p>
<p>and receive damage from steath rock. Stone Edge gives me a strong stab move to quickly</p>
<p>defeat the opponents ice or fire type pokemon.</p>

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Jolteon @ Leftovers
Volt Absorb
Modest
255Spe/255SpA
HTML:
<p>moves</p>
<p>-Roar</p>
<p>-Thunder Wave</p>
<p>-Thunderbolt</p>
<p>-Toxic</p>

<p>Description</p>
<P>Since there will be flygons and swaperts on most teams jolteon</p>
<p>doesn't have a chance and that is what roar is used for</P>
<p>thunder wave paralyzes those pokemon with choice scarf and to</p>
<p>save jolteon's butt from power pokemon, since there is a 50% chance</p>
<p>that the opponent wouldn't be able to attack.</p>
<p>toxic is another gimmick tagged with roar - first I use toxic then roar them out</P>

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Starmie* @ Life Orb
Natural Cure
Timid
255Spe/255SpA

HTML:
<p>Moves</p>
<p>-Ice Beam</p>
<p>-Recover</p>
<p>-Surf</p>
<p>-ThunderBolt</p>

<p>Description</p>
<p>With Ice Beam ground and dragon types doesnt have a chance on starmie</p>
<p>plus with life orb the power strenghtens(?) and gives more damage</p>
<p>Recover well it recovers starmie's lost Hp from a series of sweeping</p>
<p>Surf plus STAB makes starmie much more scary since it can cover</p>
<p>most of its weaknesses and even other types</p>
<p>thunderbolt eliminates pokemon like skarmory and other water types</p>

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Infernape* @ Life Orb
Blaze
Jolly
255Atk/255Spe

HTML:
<p>Moves</p>
<p>-Bulk Up</P>
<p>-Mach Punch</p>
<p>-Posion Jab</P>
<p>-Flame Wheel</P>

<p>Description</p>
<p>After two or more bulk ups infernape can be a late-game suicaidal sweeper</P>
<p>Mach punch eliminates weak pokemons and for a quick win</p>
<p>Poison Jab for type coverage and Flame Wheel for some STAB and</p>
<p>average amount of damage</p>

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Jirachi @ Leftovers
Serene Grace
Timid
255Spe/255SpA
HTML:
<p>Moves</p>
<p>-Calm Mind</p>
<p>-Energy Ball/Water Pulse</p>
<p>-Psychic</p>
<p>-Thunderbolt</p>

<p>Description</p>
<p>2+ calm minds makes jirachi an unstopppable force with psychic as its</p>
<p>Stab move it becomes more deadly than ever and thunderbolt hits water type</p>
<p>pokemons. Water Pulse defeats fire types while energy ball eliminates</p>
<p> ground types.</P>

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Dusknoir @ leftovers
Pressure
Relaxed
200Hp/255Def/55SpD
HTML:
<p>Moves</p>
<p>Night Shade/Protect</P>
<p>Will-O-Wisp</p>
<p>Toxic</p>
<p>Confuse Ray</P>

<p>Description</p>
<p>Burn, Poisoned and Confused, who wouldn't get irritated by that</p>
<p>together with night shade, dusknoir can defeat opponents slowly</p>
<p>I just remembered, a staller, that is what my dusknoir is.</p>
<p>also i just thought if i could use protect to prevent being KOed by the opponent</P>

BTW when is the next tournament?
 
Okay, I assume this is for WIFI.

The EV's don't make particular sense and some of the movesets could be better.

Aerodactyl - The Ev's are divisible by 5 instead of 4 which causes some waste. There's no particular issue with this set except you may consider running Earthquake over Whirlwind for the Quake/Edge combo.

Jolteon - Jolteon is too frail to make much use of Leftovers and any move which comes with negative priority such as Roar.

Jolteon @ Life Orb
Nature: Timid
Ev's: SpA / 4 SpD / 252 Spe
Ability: Volt Absorb
~Charge Beam / Baton Pass
~Thunderbolt
~Shadowball
~HP Ice

I say HP Ice because Scarf Flygon is pretty much runs all over your team. This Jolteon should work better than the current set you have. If you really want Toxic then replace Charge Beam.

Starmie - The Ev's need fixing.

Infernape - I Don't know why you would run infernape without Close combat. This looks like something you could potentially use in game but I can't see it working competatively to be honest. Try this set and forget Bulk Up. By the time you'd started bulking up a Vaporeon and co. would've already destroyed you.

Infernape @ Life Orb
Nature: Jolly
EV's: 252 Atk / 4 SpD / 252 Spe
Ability: Blaze
~Swords Dance
~Close Combat
~Fire Punch
~Mach Punch

Your current set is a liability where as this one is destructive. Even Poison types barely use their Poison STAB.

Jirachi - In order to calm mind Jirachi needs Bulk. Try this:

Jirachi @ Leftovers
Nature: Bold
EV's: 252 HP / 224 Def / 32 Spe
Ability: Serene Grace
~Calm Mind
~Wish/Substitute/Water Pulse
~ThunderBolt
~Psychic

This Jirachi has enough bulk that after 2 CM's only a seriously powerful Physical STAB SE moves are taking it down in 1. That's why I would recommend Wish.

Your team has no real direction, I would strongly advise that you check out the battling 101 section and possibly the tutoring program. I wanted to rate to show you how much is wrong. I don't mean to sound like an arsehole, but even after I fixed some of the sets It's still not a fantastic team. Good luck with it though..
 
Hello, allenb, welcome to Smogon! There's no reason to surround your Pokemon's moves with <p> tags. It makes your format less appealing and harder to read. If you're looking for a format to use, look through the RMT Archive for some examples. Look below:

Pokemon @ Item
Ability:
EVs:
Nature:
- move
- move
- move
- move
The above format is much cleaner and easier on the eyes, and as such, I recommend you use it if you ever get around to editing your thread. In their current state, your descriptions don't provide much information. The majority of them consist of you telling us the obvious: the function of your Pokemon's moves. In lieu of that, try explaining how your team members work as a cohesive unit, why you chose a certain 'mon, and so forth. This will allow raters to get a better view of your team. Anyway, I'll run through a few problems. I'm not going to suggest any Pokemon changes. If I do, I'd likely end up altering the entire makeup of your team. However, I'll recommend a few move-set changes in order to send your team off on the right path.

As a lead, Aerodactyl functions well, however, there are a few problems your set has. First and foremost, there's no reason to be running Life Orb. If Aerodactyl is leading, you'll want to be running a Focus Sash. If you happen to predict incorrectly with Taunt, you'll be given another opportunity to lay down Stealth Rock thanks to Focus Sash's effect. Seeing as Aerodactyl's main duty as a lead is to Taunt your opponent then proceed to set-up Stealth Rock, there's no reason to be running Life Orb for extra power. Instead of using the EV spread you have now, use 252 Atk / 4 Def / 252 Spe. Always try to put the remaining four EVs into a stat such as HP, Defense, etcetera.

Secondly, Whirlwind is virtually useless on lead Aerodactyl. I highly recommend running Earthquake in its place, mainly because it'll give you a way to damage the likes of Metagross, Heatran, among others. Now, your choice of nature is strange. Instead of using a Hasty nature to lower Aerodactyl's defensive stat, you would be better off lowering a stat he never uses - his Special Attack. As such, run a Jolly nature. You still retain a beneficial Speed nature, while lowering Aerodactyl's most useless stat.

Now, you have an extremely bad Ground weakness. Three out of six of your Pokemon are hit super effectively by Earthquake, which certainly isn't good. Dusknoir seems to be out of place on your team. In place of it, run a 'mon like Choice Scarf Flygon. If you're wondering what set to use, take a look at the first set listed here. If you want, you can consider ThunderPunch in the last slot to better cover Gyarados. This variant of Flygon will help you out greatly for a few reasons:

  • It provides you with a much needed Ground-type immune Pokemon.
  • With a Choice Scarf attached, Flygon can effectively revenge kill a few potential threats to your team.
  • Flygon pairs well with Jirachi and gives you an addition Electric-type immune.
  • Is immune to Spikes and Toxic Spikes while being resistant to the ever-so-common Stealth Rock.
  • Can use U-turn to scout your opponent's team.
Definitely go Wish on Jirachi like SmileZ suggested. It'll increase Jirachi's longevity and will allow you to heal your other team members, keeping them as healthy as can be. To be blunt, the Infernape you're currently using isn't effective in the slightest sense. It's way to frail to be utilizing Bulk Up, while the moves you're running offer poor coverage. If you're looking for an Infernape that gets the job done, then I highly recommend running a MixApe. MixApe packs insane power behind it and is able to cover a wide array of threats thanks to its excellent coverage. I recommend running the first set listed here. Personally, I'd use U-turn to scout for your opponent's Infernape switch-in, and to nail any Starmie that are foolish enough to come in.

Lastly, Jolteon should never be using Roar, Toxic, or anything of that sort. It doesn't have the necessary bulk to pull it off. Jolteon's best function is as an attacker. As such, you should be taking full advantage of his monstrous Special Attack stat and blistering Speed to cleave through teams with a STAB Thunderbolt. Try running a Choice Specs Jolteon or a Charge Beam one like SmileZ suggested.

Now, I tweaked your movesets, items, and natures to make your team slightly more effective. However, even with these changes, your team needs plenty of work. I highly recommend browsing through our on-site StrategyDex to get a feel of what works and what doesn't. Additionally, it's wise to gain experience with your team by playing on a simulator like Pokemon Online. Here, you'll be put up against experienced trainers that'll give you a run for your money. By testing your team in combat, you'll be able to see what's wrong with it and make improvements to increase its overall performance. And of course, if you're interested, glance through the Battling 101 forum and keep your eyes open for the next round of tutoring. If you have any questions regarding the program, don't hesitate to private message me and ask!

I wish you the best of luck in the future.
 
Sorry to be blunt, but most of your Pokémon's movesets make no sense whatsoever.

Aerodactyl needs a Focus Sash, and it's too fragile to make use of Whirlwind, and it should be replaced with Earthquake. The EdgeQuake get great coverage, and even without a boosting nature, Aero dishes out a lot of damage, and that should be taken advantage of. Hasty is only a good nature on a mixed attacker like MixApe, as you are never going to be utilizing Aero's pitiful special attack. Use Jolly.

Jolteon is a special attacker, plain and simple. Using it for supporting purposes is like making an all-out attacker CScarf Shuckle. SmileZ's set it much better. You could also run a set like this:
Jolteon@Choice Specs
Timid Nature
EVs:4 HP, 252 Spe, 252 SpA
-Thunderbolt
-Signal Beam
-Shadow Ball
-Hidden Power [Ice]

Starmie just needs the EVs fixed (4 HP, 252 Spe, 252 SpA).

Infernape isn't built for Bulk Up. Bulk Up should be replaced with Swords Dance, Poison Jab with Earthquake or something of the ilk, and Flame Wheel with Flare Blitz.

Jirachi NEEDS Wish, or else it essentially an inferior Suicune. Also, very rarely is Energy Ball a better option than Grass Knot.

I would recommend replacing Confuse Ray with Protect or Night Shade, so it isn't complete Taunt bait.

Otherwise, just clean up the EVs and the text style, and you'll be good to go.
 
Posting this to say that I agree with everything the above posters said.

And to not make this post useless; I highly recommend you re-consider your Dusknoir's moveset. Maybe you want to run something like Will-O-Wisp / Pain Split / Earthquake / Filler like Thunder Punch [Gyarados], Fire Punch [Scizor, Forretrress] or Earthquake [Tyranitar, which Dusknoir shouldn't stay-in on except if it's burned, and maybe Lucario] If you want Night Shade so desperately, you shouldn't ever use it over Seismic Toss because damaging Blissey and the likes is more important than damaging the Ghost-types, which you shouldn't stay-in on either.
 
Hi Allenb,

Interesting Heavy Offense team you have going here. The biggest flaw I forsee for you in the future is that anything with a Choice Scarf can come in a threatean all your Pokemon with a KO. The biggest problems I see are dealing with Flygon and Rotom-a. Earthquake does a good amount of damage to everything on your team and Rotom's Shadow Ball is comparable. To help with this problem, I am going to suggest that you change Jolteon to Choice Scarf Flygon and Dusknoir to Choice Band Scizor. First of all, Jolteon's set is too ineffective to be of much use for your team, and Flygon is a very good revenge killer in case something is able to set-up against your team. Scizor will give you the ability to Pursuit annoying Rotom-a to death and it will be able to beat Flygon's moves other than Earthquake. Here are the sets in case you dont know them:

Flygon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
-Earthquake
-Outrage
-Thunderpunch
-Uturn

-----------

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Nature: Adamant
-Uturn
-Bullet Punch
-Pursuit
-Super Power

Anyway, Good luck with the team!
 
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