PhoenixClaw
05-25-2009, 04:44 AM
EDIT: Wow, my bad. I used the same title as my last thread. *sigh* If a Mod sees this, would it be possible to change the thread title seen on the forums to 'Team Mind Storm' instead of 'Team Strong Arm'? Its really late at night and I just wasn't thinking. T_T
Ok, here's a second team of mine, this time following the trend of dual-type mono-Psychic! The biggest challenge here was finding a line-up of six non-legendary Pokemon which could actually take a hit in the current metagame. Sadly, Xatu, Girafarig and Solrock/Lunatone just didn't cut it for such a stringent team mindset. Luckily, I finally figured out something that at least has the initial appearance of being a good idea: doubling up on key types which offer solid resistances!
Now usually, I'm of the mind that diversity is key, hence I make sure there are no overlaps in type (excluding the mono-team theme, of course), moves or held items. Unfortunately, that just wasn't going to cut it this time around, therefore I decided to embrace the concept of 'matchmaker' and tried to make as many pairs as possible. The resulting team is surprisingly well equipped to handle the OU metagame head on.
Quick Glance
http://www.smogon.com/download/sprites/dp/442.png http://www.smogon.com/download/sprites/dp/80.png http://www.smogon.com/download/sprites/dp/103.png http://www.smogon.com/download/sprites/dp/376.png http://www.smogon.com/download/sprites/dp/308.png http://www.smogon.com/download/sprites/dp/121.png
As you'll soon notice, this is actually a Trick Room Team. Though it wasn't my initial desire to create a 'gimmick' team such as this, I've found it to work out rather nicely so far, and have decided its really the best option when presented with the rather limiting choices given the type of team I'm working on.
OK, enough of my ramblings. Take a look at the team and tell me what you think so far! ;D
http://www.smogon.com/download/sprites/dp/442.png
Bronzong @ Leftovers
Ability: Levitate
Nature: Sassy (+SpD/-Spe)
EVs: 244 HP/152 Att/112 SpD [0 Speed IV]
Gyro Ball
Earthquake
Trick Room
Stealth Rock
My reliable lead, capable of shrugging off the majority of attacks and starting things off right either with Stealth Rock or Trick Room. The HP EVs allow for maximum Leftovers recovery while the rest round out some stats a bit more to my liking. Gyro Ball for STAB and Earthquake for better coverage.
http://www.smogon.com/download/sprites/dp/80.png
Slowbro @ Leftovers
Ability: Own Tempo
Nature: Relaxed (+Def/-Spe)
EVs: 212 HP/252 Def/44 SpA [0 speed IV]
Surf
Slack Off
Trick Room
Flamethrower
Have you noticed some of the 'pairing up' yet? Trick Room along with Slack Off and Leftovers support keeps this guy on the field for quite a while. Surf for STAB and Flamethrower for a surprise OHKO on Forrestress and Scizor, assuming the nasty red bug goes for a 'free' Swords Dance over U-turn/X-Scissor, not to mention a general counter to Bugs in general.
http://www.smogon.com/download/sprites/dp/103.png
Exeggutor @ Life Orb
Ability: Chlorophyll
Nature: Quiet (+SpA/-Spe)
EVs: 252 SpA/132 HP/124 Att [0 speed IV]
Explosion
Grass Knot
AncientPower
Zen Headbutt
One of two typical recipients of Trick Room. Simply let loose with Grass Knot (Hippowdon), Zen Headbutt (Gengar) or Ancient Power (Yanmega) for some nice clean OHKOs. Of course, when all else fails, blow up in their face with Explosion and call it a day. Though HP Fire is of course an option, I won't be using it since a 0 Speed IV brings it down to 64 base power, not to mention the arduous task of breeding for it (since I want to recreate this team in Platinum for actual use). Zen Headbutt is there over Psychic simply for a 'mixed attacker' fell as well as utilizing the only move it can learn with a chance to flinch.
http://www.smogon.com/download/sprites/dp/376.png
Metagross @ Life Orb
Ability: Clear Body
Nature: Brave (+Att/-Spe)
EVs: 252 Att/132 HP/124 SpA [0 speed IV]
Iron Head
Explosion
Hammer Arm
Shadow Ball
Another nice pairing seen here; Life Orb and Explosion shared between two sweepers is something to fear for sure. Iron Head, like Zen Headbutt, offers a flinch chance to compliment the 'speed boost' from Trick Room. Hammer Arm and Shadow Ball offers perfect coverage while also serving two other roles:
1. Shadow Ball bypasses a Wil-o-Wisp from Dusknoir/Rotom.
2. Hammer Arm helps Metagross become even 'faster' during its three turn rush.
http://www.smogon.com/download/sprites/dp/308.png
Medicham @ Expert Belt
Ability: Pure Power
Nature: Jolly (+Spe/-SpA)
EVs: 252 Att/252 Spe/4 HP
Protect
Ice Punch
Psycho Cut
Hi Jump Kick
Trick Room had to run out sometime, right? Well here's the first remedy to that problem. Reaching an attack of 438, Jolly Medicham is too good to pass up on a pure Psychic team. Hi Jump Kick and Psycho Cut are default STAB while Ice Punch offers coverage. Protect allows for some scouting while also serving, again, two additional purposes:
1. I can stall out Trick Room assuming a sweeper was KO'd or forced to Explode earlier than I would have wanted.
2. In double battles, I have no fear of pairing up with a potentially explosive teammate.
http://www.smogon.com/download/sprites/dp/121.png
Starmie @ Expert Belt
Ability: Natural Cure
Nature: Timid (+Spe/-Att)
EVs: 252 SpA/252 Spe/4 HP
Protect
Ice Beam
Hydro Pump
Thunderbolt
My final answer to when Trick Room is no longer in effect. Once more we see the pairing with Medicham in the form of Expert Belt and Protect. Ice Beam/Thunderbolt/Hydro Pump has sensational coverage that has swept entire teams on one occasion or another. Again, Protect can be used to scout as well as laugh in safety when a doubles partner explodes.
And that's my team as of now. I don't have quite as much to say as I did in my last team simply because I haven't been using this one for very long. Any comments or critiques would be greatly appreciated. As of now, I am reasonably happy with the results (and the wins), but I'm sure there are still some things I could (greatly?) improve.
Thank you for reading all this, and thank you for taking the time to reply. ^_^
Ok, here's a second team of mine, this time following the trend of dual-type mono-Psychic! The biggest challenge here was finding a line-up of six non-legendary Pokemon which could actually take a hit in the current metagame. Sadly, Xatu, Girafarig and Solrock/Lunatone just didn't cut it for such a stringent team mindset. Luckily, I finally figured out something that at least has the initial appearance of being a good idea: doubling up on key types which offer solid resistances!
Now usually, I'm of the mind that diversity is key, hence I make sure there are no overlaps in type (excluding the mono-team theme, of course), moves or held items. Unfortunately, that just wasn't going to cut it this time around, therefore I decided to embrace the concept of 'matchmaker' and tried to make as many pairs as possible. The resulting team is surprisingly well equipped to handle the OU metagame head on.
Quick Glance
http://www.smogon.com/download/sprites/dp/442.png http://www.smogon.com/download/sprites/dp/80.png http://www.smogon.com/download/sprites/dp/103.png http://www.smogon.com/download/sprites/dp/376.png http://www.smogon.com/download/sprites/dp/308.png http://www.smogon.com/download/sprites/dp/121.png
As you'll soon notice, this is actually a Trick Room Team. Though it wasn't my initial desire to create a 'gimmick' team such as this, I've found it to work out rather nicely so far, and have decided its really the best option when presented with the rather limiting choices given the type of team I'm working on.
OK, enough of my ramblings. Take a look at the team and tell me what you think so far! ;D
http://www.smogon.com/download/sprites/dp/442.png
Bronzong @ Leftovers
Ability: Levitate
Nature: Sassy (+SpD/-Spe)
EVs: 244 HP/152 Att/112 SpD [0 Speed IV]
Gyro Ball
Earthquake
Trick Room
Stealth Rock
My reliable lead, capable of shrugging off the majority of attacks and starting things off right either with Stealth Rock or Trick Room. The HP EVs allow for maximum Leftovers recovery while the rest round out some stats a bit more to my liking. Gyro Ball for STAB and Earthquake for better coverage.
http://www.smogon.com/download/sprites/dp/80.png
Slowbro @ Leftovers
Ability: Own Tempo
Nature: Relaxed (+Def/-Spe)
EVs: 212 HP/252 Def/44 SpA [0 speed IV]
Surf
Slack Off
Trick Room
Flamethrower
Have you noticed some of the 'pairing up' yet? Trick Room along with Slack Off and Leftovers support keeps this guy on the field for quite a while. Surf for STAB and Flamethrower for a surprise OHKO on Forrestress and Scizor, assuming the nasty red bug goes for a 'free' Swords Dance over U-turn/X-Scissor, not to mention a general counter to Bugs in general.
http://www.smogon.com/download/sprites/dp/103.png
Exeggutor @ Life Orb
Ability: Chlorophyll
Nature: Quiet (+SpA/-Spe)
EVs: 252 SpA/132 HP/124 Att [0 speed IV]
Explosion
Grass Knot
AncientPower
Zen Headbutt
One of two typical recipients of Trick Room. Simply let loose with Grass Knot (Hippowdon), Zen Headbutt (Gengar) or Ancient Power (Yanmega) for some nice clean OHKOs. Of course, when all else fails, blow up in their face with Explosion and call it a day. Though HP Fire is of course an option, I won't be using it since a 0 Speed IV brings it down to 64 base power, not to mention the arduous task of breeding for it (since I want to recreate this team in Platinum for actual use). Zen Headbutt is there over Psychic simply for a 'mixed attacker' fell as well as utilizing the only move it can learn with a chance to flinch.
http://www.smogon.com/download/sprites/dp/376.png
Metagross @ Life Orb
Ability: Clear Body
Nature: Brave (+Att/-Spe)
EVs: 252 Att/132 HP/124 SpA [0 speed IV]
Iron Head
Explosion
Hammer Arm
Shadow Ball
Another nice pairing seen here; Life Orb and Explosion shared between two sweepers is something to fear for sure. Iron Head, like Zen Headbutt, offers a flinch chance to compliment the 'speed boost' from Trick Room. Hammer Arm and Shadow Ball offers perfect coverage while also serving two other roles:
1. Shadow Ball bypasses a Wil-o-Wisp from Dusknoir/Rotom.
2. Hammer Arm helps Metagross become even 'faster' during its three turn rush.
http://www.smogon.com/download/sprites/dp/308.png
Medicham @ Expert Belt
Ability: Pure Power
Nature: Jolly (+Spe/-SpA)
EVs: 252 Att/252 Spe/4 HP
Protect
Ice Punch
Psycho Cut
Hi Jump Kick
Trick Room had to run out sometime, right? Well here's the first remedy to that problem. Reaching an attack of 438, Jolly Medicham is too good to pass up on a pure Psychic team. Hi Jump Kick and Psycho Cut are default STAB while Ice Punch offers coverage. Protect allows for some scouting while also serving, again, two additional purposes:
1. I can stall out Trick Room assuming a sweeper was KO'd or forced to Explode earlier than I would have wanted.
2. In double battles, I have no fear of pairing up with a potentially explosive teammate.
http://www.smogon.com/download/sprites/dp/121.png
Starmie @ Expert Belt
Ability: Natural Cure
Nature: Timid (+Spe/-Att)
EVs: 252 SpA/252 Spe/4 HP
Protect
Ice Beam
Hydro Pump
Thunderbolt
My final answer to when Trick Room is no longer in effect. Once more we see the pairing with Medicham in the form of Expert Belt and Protect. Ice Beam/Thunderbolt/Hydro Pump has sensational coverage that has swept entire teams on one occasion or another. Again, Protect can be used to scout as well as laugh in safety when a doubles partner explodes.
And that's my team as of now. I don't have quite as much to say as I did in my last team simply because I haven't been using this one for very long. Any comments or critiques would be greatly appreciated. As of now, I am reasonably happy with the results (and the wins), but I'm sure there are still some things I could (greatly?) improve.
Thank you for reading all this, and thank you for taking the time to reply. ^_^