Rate my team for standard

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Well, I've thought up some pokemon for standard, and I've always wanted to use my favorite pokemon, Shedinja. So, this is what I came up with.

PREVIEW:

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@focus sash
Wonder Guard
Adamant
252Atk/6Def/252Spe
-Baton Pass
-Toxic
-Heal Block
-Shadow Sneak

My lead. If the opponent doesn't have something to take it out, they switch, allowing me to baton pass to a counter. If they try to kill it, I toxic them or shadow sneak them. Toxic goes with heal block so that walls can't rest off the status and damage.


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@choice band
Arena Trap
Jolly
252Atk/6SpD/252Spe
-Earthquake
-Sucker Punch
-Stone Edge
-Aerial Ace

My Shedinja has trouble with steels and poisons, and Dugtrio gets rid of that. Earthquake kills any steel that's not named Skarmory or Bronzong (who will probably swith out of arena trap anyway) and any poison not named Weezing or Gengar (who again will be switching out of arena trap). Sucker punch hits Gengar hard, while stone edge is for Gyara. Aerial ace is filler for Heracross.


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@leftovers
Levitate
Relaxed
200HP/252Def/58Atk
-Gyro Ball
-Stealth Rock
-Hypnosis
-Sunny Day

My physical wall. This spread was recommended to me on my previous thread. Sunny day gets rid of infinite hail/sandstorm, gyro ball for power with STAB, stealth rock because I don't have anyone else to set it up, and hypnosis to get some status in.


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@life orb
Intimidate
Rash
120Atk/252SpA/138Spe
-Brick Break
-Draco Meteor
-Fire Blast
-Roost

I used to have a BandChomp here, but MixMence fills the his role better in my opinion. He has immunity to earthquake, gets a boost to fire blast in sunny day, and has a ton of power behind him. Brick break for things weak to it, draco meteor for power, fire blast for sunny day, and crunch for Dusknoir/Cresselia.


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@choice scarf
Flash Fire
Modest
252SpA/252Spe/6HP
-Overheat
-Dragon Pulse
-Earth Power
-Flamethrower

Scarftran. Lava plume for power with sunny day, dragon pulse because his HP is ghost, earth power for ground coverage, and explosion for epic-ness.


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@leftovers
Water Absorb
Bold
188HP/252Def/68SpA
-Wish
-Protect
-Roar
-Ice Beam

Well, Vaporeon fills a lot of rolls on the team. She's my wish passer, my scouter, my p/hazer, and is potent as a wall, too.


Well, that's the team I came up with for good ol' Sheddy. I'm wondering whether or not I should have a spinner on the team, and if so, who I should replace.



Changes in bold.
 
Unfortunately Dugtrio doesn't kill every steel. Forretress is most likely 3HKOed by EQ while Gyro Ball OHKOs. Next, Steelix is 2HKOed by Earthquake while Gyro Ball can OHKO or it can Roar or Explode. Choice Scarf Heatran can kill you as well so look out for that.

Finally, Roost on that MixMence. Crunch is rarely useful as it doesn't do enough to Cresselia, nor does it to Dusknoir. They both have moves that will cripple you severely, namely Ice Punch/Will-o-Wisp on Dusknoir, and Reflect/Thunder Wave/Ice Beam for Cresselia.

Finally, I think it would be best to use Overheat AND Flamethrower on your Heatran, in place of Lava Burn/Explosion. Overheat deals massive damage and works well with Scarf, while Flamethrower is for sure kills on things that you don't want to miss(90% accuracy on Overheat).
 
Okay, thanks. The suggestions seem viable for the team. I originally had a Magnezone in Dugtrio's spot. Would that make any difference, besides adding a fire weakness for Heatran to switch in on?
 
Magnezone is a great trapper, but you won't be trapping the poison types, tho I guess it really doesn't matter, since the most common poisons are typically in the air(e.g. Crobat, Gengar, Weezing).

Typically setting up Shedinja is extremely difficult, and you need 1) A Rapid Spinner, and 2) A Weather Changer. I find the most useful weather changers in tandem with Shedinja are Houndoom and Kingdra. Bronzong is good but these are offensive weather changers, if you decide to go this route. If you are satisfied with Bronzong, just head to the next paragraph. Houndoom can set up Sunny Day, and sweep with Nasty Plot and a Sunny Day boosted STAB Flamethrower. Shedinja enjoys switching into its fighting, ground, and water weaknesses, while Houndoom can switch in to grab a free Flash Fire boost if they try and toast Shedinja. Kingdra on the other hand can set up Rain Dance, immediately gain a speed advantage over basically everything, then sweep with a rain boosted STAB Surf. It can also mix sweep with Waterfall, killing off Blissey in two hits. Kingdra loves switching into fire moves aimed at Shedinja, while Shedinja can switch into Kingdra's only weakness, dragon, without a worry.

Useful Rapid Spinners are Donphan, Starmie, and Forretress. Donphan appreciates the sun, allowing it to take water hits a bit better, can Knock Off items, and beat Tyranitar to a pulp, the most common weather inducer. Starmie can be used in either condition, tho it does appreciate an extra powerful Surf. Starmie can run Boltbeam, Recover and Rapid Spin in the sun, allowing it to counter Garchomp and Gyarados, but can no longer counter Infernape. And finally, Forretress loves the rain, reducing its 4x fire weakness to just 2x. Forretress can Rapid Spin, set up any spike move(ie Spikes, Stealth Rock, or Toxic Spikes), counter Weavile and Tyranitar, or just Explode. It also helps that Kingdra resists fire 4x and Forretress resists dragon 2x.
 
So, since Donphan can do practically anything Vappy can and more, and loves the sun, would it be smart to switch the two out? And I already have a flash fire user in Heatran to take advantage of Bronzong's and Sheddy's weakness to fire.
 
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