Oblivion IX
03-29-2011, 10:53 AM
Nobody actually gives me legitimate advice so I don't even know why I'm even bothering to post this. Anyways, I needed to make a new team and had a few things in mind that I wanted to try so here's what came out of it. Hopefully somebody actually decides to help me out for once instead of just posting random BS here.
I decided to base the team around DD Salamence because it was an old favorite sweeper of mine back in 4th generation and I wanted to get to use his amazing power once again. My other teams members revolve around the dragon by getting rid of his threats to let him get a clean late-game sweep. The team takes full advantage of entry hazards by setting down layers of Spikes along with Stealth Rocks so that my opponent's team is continually weakened when they switch. Good synergy along with Pokemon that have some good niches in the current metagame make forcing my opponent's switches quite easy as well which makes for an easy sweep.
Swampert @Leftovers
Nature: Relaxed (+Def, -SAtk)
EVs: 252 HP/ 252 Def/ 6 SAtk
- Scald
- Earthquake
- Ice Beam
- Stealth Rock
I already had the rest of my team and needed a lead that had good synergy with my other members. After a few changes to the core of my team I finally decided to add Swampert as my lead. It matches up pretty well against many of the leads that are seen now and can come back later in the game to sponge hits. Scald for a STAB move and the chance to burn, EQ for an attack that hits on Pert's higher physical attack, and Ice Beam to hit Dragon-types.
Infernape @Choice Band
Nature: Jolly (+Spd, -SAtk)
EVs: 252 Atk/ 6 Def/ 252 Spd
- Close Combat
- Mach Punch
- Flare Blitz
- U-Turn
Ape doesn't look so great in a metagame filled with faster sweepers but it still has its niches. If my opponent doesn't have a Ghost-type than I can pretty much sit around and just fire off CC attacks. The boost from the Choice Band makes sure that even Pokemon that resist the attack will take a s**t-ton of damage. Mach Punch gives me a move to revenge kill faster threats, Flare Blitz for Bug-types along with those bulky Grass-types, and U-Turn to get switch advantage.
Nattorei @Leftovers
Nature: Careful (+SDef, -SAtk)
EVs: 252 HP/ 8 Atk/ 168 Def/ 72 SDef
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes
This is easily the least exciting Pokemon on my team because I'm sure that most of you have faced tons of these things. It can take hits from alot of different Pokemon and turn it into an opportunity to set up a few layers of Spikes. Gyro Ball hits most things hard because of Nattorei's low Speed, Power Whip to hit Water-types, and Leech Seed to get residual damage on walls and for healing.
Spiritomb @Expert Belt
Nature: Quiet (+SAtk, -Spd)
EVs: 244 HP/ 48 Atk/ 208 SAtk/ 8 Spd
- Shadow Ball
- Hidden Power [Fighting]
- Sucker Punch
- Pursuit
My team was lacking a spinblocker and Spiritomb was the best choice. It has a great place in the current metagame and can take on many popular threats. Shadow Ball is the most powerful attack on this set and can do a nice amount of damage to anything that doesn't resist it, HP [Fighting] is to take on such things that resist it, Sucker Punch gives me a priority STAB attack, and Pursuit lets me wreck those fleeing Psychc-types.
Deoxys-S @Life Orb
Nature: Naive (+Spd, -SDef)
EVs: 100 Atk/ 172 SAtk/ 236 Spd
- Psycho Boost
- Thunderbolt
- Ice Beam
- Superpower
Great coverage, lots of power, and blinding speed make it an excellent choice for a late-game sweeper and revenge killer. Heck, it can even outspeed a ScarfChomp. Psycho Boost gives me an extremely powerful STAB attack that can rip through anything that doesn't resist it, Ice Beam takes on fliers and dragons, T-Bolt for Water-types, and Superpower lets me do a nice amount of damage to Blissey and Nattorei.
Hopefully somebody will actually decide to give me decent advice but I highly doubt it.
I decided to base the team around DD Salamence because it was an old favorite sweeper of mine back in 4th generation and I wanted to get to use his amazing power once again. My other teams members revolve around the dragon by getting rid of his threats to let him get a clean late-game sweep. The team takes full advantage of entry hazards by setting down layers of Spikes along with Stealth Rocks so that my opponent's team is continually weakened when they switch. Good synergy along with Pokemon that have some good niches in the current metagame make forcing my opponent's switches quite easy as well which makes for an easy sweep.
Swampert @Leftovers
Nature: Relaxed (+Def, -SAtk)
EVs: 252 HP/ 252 Def/ 6 SAtk
- Scald
- Earthquake
- Ice Beam
- Stealth Rock
I already had the rest of my team and needed a lead that had good synergy with my other members. After a few changes to the core of my team I finally decided to add Swampert as my lead. It matches up pretty well against many of the leads that are seen now and can come back later in the game to sponge hits. Scald for a STAB move and the chance to burn, EQ for an attack that hits on Pert's higher physical attack, and Ice Beam to hit Dragon-types.
Infernape @Choice Band
Nature: Jolly (+Spd, -SAtk)
EVs: 252 Atk/ 6 Def/ 252 Spd
- Close Combat
- Mach Punch
- Flare Blitz
- U-Turn
Ape doesn't look so great in a metagame filled with faster sweepers but it still has its niches. If my opponent doesn't have a Ghost-type than I can pretty much sit around and just fire off CC attacks. The boost from the Choice Band makes sure that even Pokemon that resist the attack will take a s**t-ton of damage. Mach Punch gives me a move to revenge kill faster threats, Flare Blitz for Bug-types along with those bulky Grass-types, and U-Turn to get switch advantage.
Nattorei @Leftovers
Nature: Careful (+SDef, -SAtk)
EVs: 252 HP/ 8 Atk/ 168 Def/ 72 SDef
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes
This is easily the least exciting Pokemon on my team because I'm sure that most of you have faced tons of these things. It can take hits from alot of different Pokemon and turn it into an opportunity to set up a few layers of Spikes. Gyro Ball hits most things hard because of Nattorei's low Speed, Power Whip to hit Water-types, and Leech Seed to get residual damage on walls and for healing.
Spiritomb @Expert Belt
Nature: Quiet (+SAtk, -Spd)
EVs: 244 HP/ 48 Atk/ 208 SAtk/ 8 Spd
- Shadow Ball
- Hidden Power [Fighting]
- Sucker Punch
- Pursuit
My team was lacking a spinblocker and Spiritomb was the best choice. It has a great place in the current metagame and can take on many popular threats. Shadow Ball is the most powerful attack on this set and can do a nice amount of damage to anything that doesn't resist it, HP [Fighting] is to take on such things that resist it, Sucker Punch gives me a priority STAB attack, and Pursuit lets me wreck those fleeing Psychc-types.
Deoxys-S @Life Orb
Nature: Naive (+Spd, -SDef)
EVs: 100 Atk/ 172 SAtk/ 236 Spd
- Psycho Boost
- Thunderbolt
- Ice Beam
- Superpower
Great coverage, lots of power, and blinding speed make it an excellent choice for a late-game sweeper and revenge killer. Heck, it can even outspeed a ScarfChomp. Psycho Boost gives me an extremely powerful STAB attack that can rip through anything that doesn't resist it, Ice Beam takes on fliers and dragons, T-Bolt for Water-types, and Superpower lets me do a nice amount of damage to Blissey and Nattorei.
Hopefully somebody will actually decide to give me decent advice but I highly doubt it.