Gen 3 RMT...

Edit: Changes in Bold print

Well, I've been playing ADV for a long time now, and this is the team I've ended up with. I like this team, and it does very well on Netbattle, though it still has some issues at times, so I thought I'd get some opinions on it and hopefully be able to improve this team even more.

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Gengar (M) @ Leftovers
Trait: Levitate
EVs: 40 Atk / 252 Spd / 216 SAtk
Naive Nature (+Spd, -Sp.Def)
- Destiny Bond
- Focus Punch
- Ice Punch
- Thunderbolt

Pretty standard Gengar, and serve's as my lead. Thunderbolt for Gyarados, Ice punch for Salamence... and it's like a mini-boltbeam anyways. Hypnosis to put anything I can't handle to sleep, and Destiny bond to try and bring down a pokemon I have trouble with, or just to get Gengar one last KO before it goes down. I prefer timid Gengar to outspeed as much as possible... and like this I outspeed adamant Swellow by 1 point lol.

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Quagsire (M) @ Leftovers
Trait: Water Absorb
EVs: 148 HP / 252 Atk / 40 Def / 68 SDef
Adamant Nature (+Atk, -SAtk)
- Hidden Power Rock
- Focus Punch
- Earthquake
- Yawn

Ah, how I love Quagsire. I use him mainly to force switches with yawn, then hit the next pokemon that comes out with a nice Focus Punch to the face. Safeguard is there to protect my team from status (Mainly Blaziken), and Hidden Power Rock is so fliers don't totally wall me. Note: I specifically use Quagsire over Swampert because of Water absorb, safeguard, and yawnpunching, all of which Swampert is unable to do, so please don't suggest him, as I used him at one point, and Quagsire just does much better than him, for me at least. Max attack to maximize output, and major special defense investment to keep his defenses nice on both ends, making him somewhat difficult to KO. Though, if anyone has suggestions on adjusting Quagsire's EVs to make it even sturdier on both ends, please, give me your suggestion. Though I find with this he doesn't take much from Ice Beam, and CB Rock Slide coming from Aerodactyl isn't a huge issue either.

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Skarmory (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 56 Atk / 192 Def / 8 Spd
Impish Nature (+Def, -SAtk)
- Roar
- Spikes
- Drill Peck
- Taunt

My physical wall. Spikes is there for obvious reasons (Also makes Quagsire's subpunching so much more valuable), as Roar is also an obvious choice. Substitute is usually my first act, to test the waters and see what they bring in on Skarmory (Namely Magneton lure), and then roar them out, knowing what they use to deal with Skarm. Taunt is to prevent other Skarmory, or even Forretress to use spikes whilst I do, as otherwise we'd just be using spikes for 3 turns in a row... The 8 speed EVs is to outrun other Skarmory, so I can: a) Taunt them before they can use spikes, or even rest, and b) So I can roar them out before they roar me out.

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Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 100 HP / 252 Def / 156 SDef
Bold Nature (+Def, -Atk)
- Aromatherapy
- Counter
- Softboiled
- Thunder Wave

Yeah, I use Skarmory and Blissey, so sue me. They are still not an unbeatable combination (Magmar, Electabuzz, Blaziken deal with them fine). Well, this is essentially the cleric set, but I opted Seismic Toss/Ice Beam out for counter. Trust me, when Aerodactyl's and Dugtrio switch in to try and 2HKO me, its very handy. Sure, I can't do anything to special attackers, but they can't do anything to me either :)

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Blaziken (F) @ Salac Berry
Trait: Blaze
EVs: 76 HP / 252 Atk / 180 Spd
Hasty Nature (+Spd, -Def)
- Endure
- Hidden Power [Ice]
- Fire Blast
- Reversal

Reversal Blaziken. You know the deal, Endure an incoming Earthquake, Surf, or Psychic for the salac boost and sweep away with Reversal. Overheat is for Skarmory/Forretress/Weezing, and Hidden Power Ice for Salamence. I almost always save Blaziken for late-game, and by that time, most of their team should be worn down to fairly low HP, allowing me to get away with the sweep, and meaning I don't really need to have Swords Dance, as everything should be within KO range, so I opted for more coverage.

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Gardevoir (F) @ Leftovers
Trait: Trace
EVs: 252 HP / 76 Def / 180 Spd
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Fire Punch
- Psychic
- Wish

And Gardevoir is my valued 6th member. A great calm mind pokemon, taking little from special hits after 1 or 2 boosts, and being able to cripple physical attackers with Will-O-Wisp. Psychic for STAB, and Fire punch for steels. I especially chose Fire Punch for Magneton, as if I manage to find a magneton on their team when I sub with Skarmory, then I can predict their switch next turn, and switch to Gardevoir, as she traces Magnet pull, trapping Magneton. Then I can just calm mind (As generally I don't take much damage from it) and KO with Fire punch. Trace also works great against Vaporeon/Jolteon, neither of which can do much to me after tracing Water/Volt absorb. The speed is to outrun Adamant Breloom, but I realize, it ties with Jolly Tyranitar... should I sacrifice a slight bit of defense to raise my speed some more? I didn't see the need, as I can just switch out, but... perhaps I'm being too cocky.


And that is my team. I love it, because I got to use all my favorite's (Gardevoir, Blaziken, Quagsire, Gengar, and Skarmory lol) and it's efficient. Long, I know, but I like to go in-depth, so you have more info to judge my team with and offer suggestions. Though, I do have issues with Taunt Gyarados and Taunt Tyranitar (As only Gengar can do some damage to Gyarados, and seeing as my Blaziken is a reversal set, it won't handle Tyranitar, due to sandstorm... but at least Tyranitar takes Spikes damage, Gyarados is immune to it :( ). Though, sometimes I get lucky and counter them to death with Blissey, it's a risky manouever, and I have no surefire ways to deal with them. And yes, I am primarily a defensive player, as I dislike playing offensively quite a bit...
 
I was unaware of there being a "standard" for Gengar. If you're going to use Yawnpunching, you might want to get rid of Hypnosis on Gengar, otherwise the probability of you forcing a switch with Yawn will diminish. Having Thunder Wave on the same team as Will-O-Wisp (along with a sleep move) kinda conflicts as well.

Why so little HP on Quagsire? It's not going to have the kind of staying power you want to set up Yawnpunching if you don't have a bit more HP investment, and definitely won't stand up to Salamence without more Defense. Also, Safeguard is pretty redundant, considering you have a sturdy Blissey as your cleric. I'd recommend any of Counter/Toxic/Surf/Ice Beam/Rest/Earthquake in that slot. As a matter of fact, I don't know why Earthquake isn't on Quagsire in the first place =/. Quagsire's usefulness pales in comparison with most other bulky waters, and having the ability to Yawn isn't really much of an advantage over them.

Starmie doesn't really have that many issues here either. All Blissey can do is Stoss and and hope for Full Paralysis from Thunder Waves, but it doesn't really pose a relative threat to Starmie, who can simply stall it out with Rapid Spin.

Blaziken should probably be using Fire Blast > Overheat so when Salamence predicts that Fire move after Salac activation, you'll still be able to OHKO Salamence with HP Ice (Which I'm not sure still OHKOs at high health).

Skarmory needs Drill Peck or HP Flying, or at least a combination of Taunt + Counter. Heracross can generally walk all over you otherwise. Generally. You should probably replace Substitute with it, since you have Gengar blocking spinners.

The main thing with this team is that while it doesn't have any truly glaring weaknesses, it can easily be stalled out by more solid teams, and doesn't really put enough pressure on most opponents. Its recovery is also lacking, so generally in a Sandstorm without Rest or a Wisher, an opponent can sit there and rack up damage while you both play the switching game.

And if you fear Beat Up Houndoom, that can wreck things too.
 
Yeah, I noticed Hypnosis on Gengar was getting in the way... I'll just take off Hypnosis for one of the MANY useful moves in Gengar's movepool...

Well, Earthquake wasn't on Quagsire because that meant Flying types could get in scot free. I guess I'll stick Earthquake in there then, seeing as I can afford to have it now with the free slot. And yeah, I think I'll add in those HP EVs... though I find Quagsire to be a good enough bulky water, as I really didn't want another electric weakness (I try to minimize on common weaknesses...), and I found Swampert generally didn't cut it for me... Quagsire actually outperforms him on this team most of the time, but maybe thats just me not being able to utilize Swampert properly.

And as for the Thunder Wave/Will-O-Wisp thing... I actually didn't think of that, though it's never really gotten in the way for me. I'll probably take Will-O-Wisp off of Gardevoir then, and add in Wish, like you mentioned... or I could just give it to Blissey instead of Thunder Wave... I'll decide soon enough.

And HP Ice does not OHKO Salamence, but it may have a shot after FireBlast... so yeah, that is a good point. The reason I actually chose Overheat over Fire Blast was that I was afraid of accuracy issues, but I guess 85 isn't that bad.

As for Skarmory, I'll just put in Drill peck over substitute...
 
I personally do not see the need for safeguard when you have Aromatherapy bliss.

Also consider while using Dbond on gar, Focus Punch + Dbond will get you 16 turns of "Effects of Destiny bond", as you don't attack before they do. It plays mind games and Focus Punch can help for getting doom on the switch. And hitting bliss and friends pretty hard when they arent expecting it.
 
Take note that if you decide on making Blissey used Wish, you lose Aromatherapy.

Also, as far Quagsire "outperforming" Swampert, stat-wise, Swampert has Quagsire beat in every stat:

Quagsire: (95/85/85/65/35/35)
Swampert: (100/110/95/85/90/60)

And probably the only move that Quagsire gets that Swampert doesn't (and which still barely matters) is Yawn. In the interim, Swampert gets the more valuable Hydro Pump and Mirror Coat.

edit: However, you're preference could possibly be linked to Quagsire's Water Absorb?
 
Yes, mainly my preference is of Water absorb, as I have nothing else to take hits with water. And, to be totally honest, I don't find Hydro pump that handy on Swampert... though Mirror Coat is something of worth. And yes, I know Swampert beats it in every stat, but Quagsire only has 5 less HP and Defense, and the special defense difference is somewhat made up with Water absorb.

Quagsire just has the ability to come in very easily (Practically as easy as Swampert) and does pretty well. Most of the time, actually, if they don't have HP Grass or a grass move, Explosion is what KOs it... <_<...

And that Focus Punch Idea on Gengar is very interesting, Lil-P... I think I may try it.

And I only now realized that Wish means no Aromatherapy... >_< Gardevoir with Wish it is...

Edit: Also, doesn't Swampert have 90 defense, not 95? And Quagsire has 65 Special defense, not 35... >_<
 
Read those stats as HP/Atk/Def/SAtk/SDef/Speed

And yes, Swampert does have Base 90 in Defense.
And yes, Quagsire has base 65 in SDef.

I don't know where I got the other two values from.
Also take note that the SAtk comes handy for doings things like OHKOing Salamence with Ice Beam or hitting something Neutral like Skarmory or Gengar hard with Surf/Hydro Pump. That's also something to remember when Gengar's Giga Drain fails to OHKO and Torrent kicks in on the follow-up.
 
Hm... I see your point. Though, I do recognize Swampert as a good pokemon, it's just that in this particular team, Quagsire fills that one slot better than Swampert in most cases, mainly due to Water Absorb, really. I tried Swampert before, its just that the lack of having anything on my team resisting water is a bit of a blow, what with all the bulky waters going around... Blissey does do a bit of a job in this department, but having an actual water resist/immunity helps a ton, as Blissey can only take the hits and *maybe* force a switch to something else, otherwise all I can do is paralyze them.

I may at one point give Swampert another shot, though for now, Quagsire does his job just fine, and in no way is he dead weight.
 
If you want a bulky water that stops other water types, why not use cursepert? I am pertty sure cursepert is byfar better than any quagsire at denting bulky waters not named crocune.
 
this team just doesn't put any pressure on anything, and most solid teams don't even have to go out of their way to counter your team's offense. (EX: your main offense comes from Blaziken, which will only be able to get a long-shot surprise hp ice OHKO against mence with a stupid player to be totally honest, and is walled by swampert/milotic which is almost on every team. Quagsire can't do shit to anything, and spikers run all over it and lay down layers in a heartbeat.)

It's a different team but it just kinda stands there and gets spikestalled by more hardcore stall teams, or beaten to death by painfully common shit like boah/DDmence with fire blast/mixpert.... =/
 
Er... I've never even lost to a mixpert before... on the contrary, Mixpert has always been very easy for me to manage. Blissey walls Hydro Pump/Ice Beam completely, and any physical attack thrown at her will result in Swampert getting OHKO'd by Counter. Boah has been a problem, and DDmence can be to an extent. Though I'm gonna give Cursepert a shot.

Swampert in general has NEVER been an issue for me, and neither has Milotic really. I've been using this team for almost a year now, and I win more often than not on Netbattle, though I've found Boah/Taunt DDGyarados are my main issues, with Salamence sometimes causing issues, though normally I can OHKO it with Gengar before it becomes too much of a threat.

If you guys have suggestions to replace any pokemon, go ahead and suggest it. The only pokemon I really don't want to replace entirely are Blaziken and Gardevoir, really.
 
He was referring to the fact that Swampert will stay in for a long ass time since just about all the moves you throw at it are pretty manageable for mixpert.
 
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