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Another crack at a competitive team

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Another crack at a competitive team Empty Another crack at a competitive team

Post by Ryouzen Sun Oct 02, 2016 8:09 pm

Yea so I'm still open to advice on my other team but i thought i'd try another idea that kept coming to me so here it is! Looking for any advice and tips. And feel free to call out anything thats bad, questionable, or otherwise haha

Pokemon: Cofagrigus
Ability: Mummy
Nature: Bold
Item: Rocky Helmet
Stat spread: 252 Hp, 252 Def, 4 Sp Atk
Moves: Protect, Hex, Toxic spikes, Infestation

Pokemon: Jellicent
Ability: water absorb
Nature: Calm
Item: Leftovers
Stat spread: 252 HP, 252 Sp Def, 4 Sp Atk
Moves: Scald, Recover, Substitute, Taunt

Pokemon: Gengar
Ability: Levitate
Nature: Timid
Item: Focus Sash
Stat spread: 252 Sp Atk, 252 Spe, 4 Hp
Moves: Sludge Wave, Hex, Destiny Bond, Thunderbolt

Pokemon: Banette
Ability: Frisk
Nature: Adamant
Item: Banettite
Stat spread: 252 HP. 252 Atk, 4 Sp Def
Moves: Shadow Claw, Sucker Punch, Destiny Bond, Thunder Wave

Pokemon: Chandelure
Ability: Flash fire
Nature: Modest
Item: Choice Specs
Stat spread: 252 Sp Atk, 252 Hp, 4 Spe
Moves: Fire Blast, Hex, Energy ball, Trick

Pokemon: Golurk
Ability: Iron Fist
Nature: Adamant
Item: Life Orb
Stat spread: 252 Atk, 252 HP, 4 Spe
Moves: Ice Punch, Drain Punch, Earthquake, Stealth Rocks


Last edited by Ryouzen on Tue Oct 04, 2016 10:32 am; edited 1 time in total
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Another crack at a competitive team Empty Re: Another crack at a competitive team

Post by FutureCreator Mon Oct 03, 2016 4:32 am

Hmm  this looks interesting, a monotype team. There are a few problems with it though.
Firstly you lack type diversity when it comes to moves. You have a single fighting type move which means any dark type will basicly sweep your team save for aegislash and maybe sableye.

Anothe thing is that Gengar. You seem to want it to be set up as a special attacker but for some reason you gave it toxic and the initially weak move Hex. Swap Hex for Shadow ball and Toxic for a good coverage move like Thunderbolt.

That Jellicent. While it can be used as a special attacker it works much better as a special wall with it having access to recover. If you do want it to be an attacker though don't give it Hex, since it doesn't have any status.

The Dusknoir. If you are looking for a wall I suggest going for Dusclops with eviolite, since it has much higher defences.
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Another crack at a competitive team Empty Re: Another crack at a competitive team

Post by Ryouzen Mon Oct 03, 2016 5:54 pm

FutureCreator wrote:Hmm  this looks interesting, a monotype team. There are a few problems with it though.
Firstly you lack type diversity when it comes to moves. You have a single fighting type move which means any dark type will basicly sweep your team save for aegislash and maybe sableye.

Anothe thing is that Gengar. You seem to want it to be set up as a special attacker but for some reason you gave it toxic and the initially weak move Hex. Swap Hex for Shadow ball and Toxic for a good coverage move like Thunderbolt.

That Jellicent. While it can be used as a special attacker it works much better as a special wall with it having access to recover. If you do want it to be an attacker though don't give it Hex, since it doesn't have any status.

The Dusknoir. If you are looking for a wall I suggest going for Dusclops with eviolite, since it has much higher defences.


Thanks a bunch for the response, definitely need all the help I can get haha! But yea I'm doing a mono team because its just where i wanna start since ghosts are my fave haha.

This initial point though is very true. Dark types are gonna have rather easy pickings. I will have to revamp it some so there is a bit more coverage.

For Gengar I gave him hex because the original idea of this is to tear down the opponents team with the status moves. Though your right I could probably get rid of toxic on gengar but since i have at least 4 mons (or 3 in the other case) that status I don't really understand why I would want to get rid of it. Of course your right its weaker initially though so are some of the priority moves people use also (least they seem to be anyway) so I take it the reason is more because I need to set up a status infliction first is more the problem? But yea kinda confuses me why a bit haha!

Jellicent kinda hit the same thing with Hex. With half the team using a status move I thought that for something really made to be specially offensive i could use hex along with the stab and choice to do more than enough damage to finish a mon. I could be wrong though truth is I honestly don't know haha! However i did want to leave being defense to Dusknoir since it had higher stats already in both defenses especially since it got turned into a special defender. So Jellicent got turned into a more tanky special so it does immediately die. Because it felt like a couple others on my team were kinda questionable in that sense. More meant to just hit and run or out speed and kill. Which isn't bad but just felt like i needed a different kind of attacker.

As for dusknoir i actually hadn't been sure if its prior form was better or not. And then add in the fact a lot seem to run knock off I got worried i would run the risk of having my wall pretty much crushed by that point. Because i think it was on smogon they said only real thing that keeps it in question with dusknoir is that eviolite. Could be wrong in all this though since I'm new, hence why I'm asking for help.

But nonetheless! I greatly appreciate your input on this team I have. I'm gonna be editing it some as looking back on it theres a couple questionable things, especially like you said where coverage is...kinda lacking for example.
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Post by FutureCreator Tue Oct 04, 2016 3:18 am

Alright about the jex thing. Something that can work pretty well on a monotype ghost team is toxic spikes. One of the main ways of removing them is defused aka Rapid spin. Take a ground move for any poison types that try to absorb them and the only problems you have are scarmory scisor and heal bell users.
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Another crack at a competitive team Empty Re: Another crack at a competitive team

Post by Ryouzen Tue Oct 04, 2016 8:58 am

FutureCreator wrote:Alright about the jex thing. Something that can work pretty well on a monotype ghost team is toxic spikes. One of the main ways of removing them is defused aka Rapid spin. Take a ground move for any poison types that try to absorb them and the only problems you have are scarmory scisor and heal bell users.

I didn't realize ghosts could learn that o.o But honestly if thats true I can work really well with that. And it satisfies the need to hit opponents with status moves. I can work with that very easily and then add in the extra coverage moves necessary for this team. If i can replace one with chandelure that hits both the scarmory and scizor peeps and then it just depends on who can use heal bell. Gonna have to look into this now. Thanks a bunch for the suggestion and extra info!
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Another crack at a competitive team Empty Re: Another crack at a competitive team

Post by Ryouzen Tue Oct 04, 2016 10:33 am

Edited the team after looking over and taking into consideration advice i've been given.
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