The Newb!
This is indeed my first rate my team post. Although I've been playing since the days of RBY, Emerald was the first point where I tried to make serious pokemon. DPPt has been awesome in that with Wifi, I can have opponents anytime, anywhere and that has increased the appeal of the game for me alot.
Origin!
This team came out of alot of the need for a fairly standard-built team. It's leaning towards the stall side and has earned me a few hard-earned victories and has not gone down without a fight yet.
The Goal!
Dish out as much toxic/stealth rock damage as possible and wait it out as long as possible, allowing for a good sweep at the end.
At a glance!
Under Consideration!
The Leader!
Venusaur/ Plumos Viir @ Choice Scarf
Ability: Overgrow
EVs: 56 HP / 252 SpA / 200 Spe
Nature: Timid
- Sleep Powder
- Leaf Storm
- Sludge Bomb
- Giga Drain -> Earthquake
Apart from the missing earthquake (I'm in a BP recession!) Plumos has been serving me well as a lead. No lead that I have run in to has outsped me and avoided a sleep powder or some wicked stab to the face.
My main problem with Plumos has been later in the game. Since I invariably switch out after using Sleep Powder (due to the sleep clause and all) He becomes one of my late-game sweepers later on, which has had various degrees of success.
The Support!
Claydol @ Light Clay
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SpD Nature: Careful
- Explosion
- Reflect
- Light Screen
- Stealth Rock
Against a non-threatening, sleeping lead, this is my first switch in on the turn after a successful sleep. His main goal is to set up Stealth rock and both screens if he can, allowing my toxic stallers to start working their magic, especially if he can take out a threat with explosion on the way.
Claydol is somewhat of a placeholder. As good in theory as he sounds, he always seems to flop. I haven't gotten one successful explosion off, even when it seems like it will be possible, i.e. getting statused off a 10% chance, getting crit through a screen, etc.
Still, his main goal is usually fulfilled and allows for a greater chance to stall.
The Inducers!
Blastoise / Duros Siir @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 6 SpA
Nature: Bold
- Surf
- Toxic
- Protect
- Rapid Spin
Serving double-duty as a rapid spinner, this is the first of two toxic stallers. His sturdy frame has allowed him to survive explosions (allowing him to toxic the switch in) and once in torrent range he can dish out some pain that racks up with toxic damage for a deadly combination.
Duros has been working really well for me. I wanted a spinner that could handle ghosts well enough, and he can.
Helps alot that he's a good old standby from RBY!
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 148 Def / 112 Spe
Nature: Rash
- Flamethrower
- Toxic
- Substitute
- Roost
I have never had any love for this bird until now. This is the second of my toxic stallers. The goal is simple: Toxic, then stall. (C wut I did thar?)
Seriously though, his ability to drag most opponents through at least 3 turns worth of stall is incredible, and he can have much more devastating effect if used correctly. He's also got alot of power against the toxic immune steels, and so far I've had no real issue with stealth rock because of the excellent support of my Blastoise.
Unfortunately I find that his sturdiness belies my luck, and sometimes I find he gets taken down early by a crit on a switchin or a miscalculation of his sturdiness to take the hit I was looking at.
Btw he was reset farmed in FR, not the friendliest game for trying to get the right nature =/ I did my best but settled for good IVs and a decent nature.
The Disruptor!
Hariyama/ Galroon @ Leftovers
Ability: Thick Fat
EVs: 76 HP / 180 Atk / 252 Def
Nature: Impish
- Knock Off
- Force Palm
- Payback
- Whirlwind
This is my answer to stall/setup teams. I'll usually bring him in on something non-threatening and use knock off to deprive it of leftovers etc. A follow-up whirlwind tells me what my opponent will try to switch in (if they didn't switch something different to take the knock-off) and helps to rack up stealth rock damage.
After this maneuver, if I feel comfortable against my opponent I'll duke it out with Force Palm and Payback to lower their health a bit, using whirlwind liberally when applicable. Payback is there to help me deal with any ghosts that might be trying to prevent Blastoise from spinning, while a weakened pokemon that's been paralyzed by force palm is easier to deal with.
Hariyama has been working fine, although once he's out I tend to leave him out until he's dead. This is fine unless I'm having a hard time pinning down a stat booster; Usually I'm in trouble if I lose Hariyama before dealing with that threat, especially if I couldn't manage to use knock off on it.
Pretty good for one of my leftover Emerald pokemon, don't you think?
The Cleaner!
Swellow/ Aeres Aria @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Facade
- Brave Bird
- Protect
- U-Turn
A ticking, fragile time-bomb. If Swellow is outsped, or poked in any way, she's so out of there.
That being said, once my opponent's team is weakened enough, or ideally, Toxic Stall has failed to finish off my opponents and this is my last pokemon, I'll try to sweep with him and Venusaur. Protect gives him a chance to burn himself without interference and let me stall a previously poisoned opponent into KO range.
U-Turn hasn't done much for me yet, considering the point I'm at in the game when I bring Swellow to bear. This might be a good spot for a nasty surprise, but I have no clue what it would be.
It's too bad he really can't take a hit though.
The Considered!
More details to come, but suffice to say that I think Ursaring may perform better than Swellow getting more crucial ohkos and surviving better but being slower.
Tauros was originally in the team instead of Claydol, as a lead with Venusaur in the wings, but due to his massive 160 BP requirement he's been put on the backburner for now. (especially after he got two shot by an Ambipom lead.)
Pinsir has the feel of a faster UU Rhyperior and I feel that it would be worth considering as a sweeper.
Main problems!
In a nutshell, resters and defensive stat-boosters have been giving me trouble. Otherwise most of my matches are really close since I'm still making mistakes that aren't just mispredictions. I'm also considering tweaking Venusaur since his scarf seems to hinder him on any other turn that isn't number 1.
In Conclusion!
I would love suggestions on how to improve the team obviously. Bonus points if you find solutions that involve RBY pokemon. I just love the idea of the oldies still being the goodies!
This is indeed my first rate my team post. Although I've been playing since the days of RBY, Emerald was the first point where I tried to make serious pokemon. DPPt has been awesome in that with Wifi, I can have opponents anytime, anywhere and that has increased the appeal of the game for me alot.
Origin!
This team came out of alot of the need for a fairly standard-built team. It's leaning towards the stall side and has earned me a few hard-earned victories and has not gone down without a fight yet.
The Goal!
Dish out as much toxic/stealth rock damage as possible and wait it out as long as possible, allowing for a good sweep at the end.
At a glance!






Under Consideration!



The Leader!

Venusaur/ Plumos Viir @ Choice Scarf
Ability: Overgrow
EVs: 56 HP / 252 SpA / 200 Spe
Nature: Timid
- Sleep Powder
- Leaf Storm
- Sludge Bomb
- Giga Drain -> Earthquake
Apart from the missing earthquake (I'm in a BP recession!) Plumos has been serving me well as a lead. No lead that I have run in to has outsped me and avoided a sleep powder or some wicked stab to the face.
My main problem with Plumos has been later in the game. Since I invariably switch out after using Sleep Powder (due to the sleep clause and all) He becomes one of my late-game sweepers later on, which has had various degrees of success.
The Support!

Claydol @ Light Clay
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SpD Nature: Careful
- Explosion
- Reflect
- Light Screen
- Stealth Rock
Against a non-threatening, sleeping lead, this is my first switch in on the turn after a successful sleep. His main goal is to set up Stealth rock and both screens if he can, allowing my toxic stallers to start working their magic, especially if he can take out a threat with explosion on the way.
Claydol is somewhat of a placeholder. As good in theory as he sounds, he always seems to flop. I haven't gotten one successful explosion off, even when it seems like it will be possible, i.e. getting statused off a 10% chance, getting crit through a screen, etc.
Still, his main goal is usually fulfilled and allows for a greater chance to stall.
The Inducers!

Blastoise / Duros Siir @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 6 SpA
Nature: Bold
- Surf
- Toxic
- Protect
- Rapid Spin
Serving double-duty as a rapid spinner, this is the first of two toxic stallers. His sturdy frame has allowed him to survive explosions (allowing him to toxic the switch in) and once in torrent range he can dish out some pain that racks up with toxic damage for a deadly combination.
Duros has been working really well for me. I wanted a spinner that could handle ghosts well enough, and he can.
Helps alot that he's a good old standby from RBY!

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 148 Def / 112 Spe
Nature: Rash
- Flamethrower
- Toxic
- Substitute
- Roost
I have never had any love for this bird until now. This is the second of my toxic stallers. The goal is simple: Toxic, then stall. (C wut I did thar?)
Seriously though, his ability to drag most opponents through at least 3 turns worth of stall is incredible, and he can have much more devastating effect if used correctly. He's also got alot of power against the toxic immune steels, and so far I've had no real issue with stealth rock because of the excellent support of my Blastoise.
Unfortunately I find that his sturdiness belies my luck, and sometimes I find he gets taken down early by a crit on a switchin or a miscalculation of his sturdiness to take the hit I was looking at.
Btw he was reset farmed in FR, not the friendliest game for trying to get the right nature =/ I did my best but settled for good IVs and a decent nature.
The Disruptor!

Hariyama/ Galroon @ Leftovers
Ability: Thick Fat
EVs: 76 HP / 180 Atk / 252 Def
Nature: Impish
- Knock Off
- Force Palm
- Payback
- Whirlwind
This is my answer to stall/setup teams. I'll usually bring him in on something non-threatening and use knock off to deprive it of leftovers etc. A follow-up whirlwind tells me what my opponent will try to switch in (if they didn't switch something different to take the knock-off) and helps to rack up stealth rock damage.
After this maneuver, if I feel comfortable against my opponent I'll duke it out with Force Palm and Payback to lower their health a bit, using whirlwind liberally when applicable. Payback is there to help me deal with any ghosts that might be trying to prevent Blastoise from spinning, while a weakened pokemon that's been paralyzed by force palm is easier to deal with.
Hariyama has been working fine, although once he's out I tend to leave him out until he's dead. This is fine unless I'm having a hard time pinning down a stat booster; Usually I'm in trouble if I lose Hariyama before dealing with that threat, especially if I couldn't manage to use knock off on it.
Pretty good for one of my leftover Emerald pokemon, don't you think?
The Cleaner!

Swellow/ Aeres Aria @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Facade
- Brave Bird
- Protect
- U-Turn
A ticking, fragile time-bomb. If Swellow is outsped, or poked in any way, she's so out of there.
That being said, once my opponent's team is weakened enough, or ideally, Toxic Stall has failed to finish off my opponents and this is my last pokemon, I'll try to sweep with him and Venusaur. Protect gives him a chance to burn himself without interference and let me stall a previously poisoned opponent into KO range.
U-Turn hasn't done much for me yet, considering the point I'm at in the game when I bring Swellow to bear. This might be a good spot for a nasty surprise, but I have no clue what it would be.
It's too bad he really can't take a hit though.
The Considered!
More details to come, but suffice to say that I think Ursaring may perform better than Swellow getting more crucial ohkos and surviving better but being slower.
Tauros was originally in the team instead of Claydol, as a lead with Venusaur in the wings, but due to his massive 160 BP requirement he's been put on the backburner for now. (especially after he got two shot by an Ambipom lead.)
Pinsir has the feel of a faster UU Rhyperior and I feel that it would be worth considering as a sweeper.
Main problems!
In a nutshell, resters and defensive stat-boosters have been giving me trouble. Otherwise most of my matches are really close since I'm still making mistakes that aren't just mispredictions. I'm also considering tweaking Venusaur since his scarf seems to hinder him on any other turn that isn't number 1.
In Conclusion!
I would love suggestions on how to improve the team obviously. Bonus points if you find solutions that involve RBY pokemon. I just love the idea of the oldies still being the goodies!