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| Happy Sunshine Sweep; Gen 5 OU RMT | |
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| Tweet Topic Started: Nov 20 2011, 07:37 PM (491 Views) | |
| Emvee | Nov 20 2011, 07:37 PM Post #1 |
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![]() ~Introduction~ So today Misty and I were chillin' on the server talking about cool stuff and discussing about team building when we both stumbled on a rather interesting idea. What if we were to make an RMT together, one so epic and so effective and it would blow everyone's minds away? We thought for a bit, trying to decide what kind of team we should make. What you are about to see isn't your everyday Rain or Sandstorm team. It's a creatively thought out Sun team. Just a heads up, this team was tested a few times and has turned out to be rather potent, when wielded by the right hands. Below you'll find the team preview. Enjoy the RMT. ~Team In Depth~ ![]() Ninetales (M) @ Air Balloon Trait: Drought EVs: 252 HP / 252 SDef / 4 Spd Calm Nature (+SDef, -Atk) - Flamethrower - Hidden Power [Fighting] - Will-O-Wisp - Protect This set sacrifices Ninetales's offensive capabilities to improve efforts to keep it alive, since after all it might be up against other weather teams and will need to be preserved as much as it can. Ninetales's poor defensive leaves it weak Stone Edge and Earthquake, but with Will-O-Wisp support Ninetales can at least take neutral physical hits fairly well. Ninetales fares much better on the special side, with its Water weakness negated by Drought and its lack of vulnerabilities to other common special attacking types. Flamethrower still has decent power under the sun with no investment. Will-O-Wisp lets Ninetales harass the many bulky Fire resists that switch into it and allows it to punish Tyranitar for starting a sandstorm and forcing Ninetales out. Hidden Power Fighting is good against opponent's Tyranitar that make an entrance to the battlefield. Protect helps you predict what your opponent is going to do so that you can act accordingly. Finally, Air Balloon is an option as Ninetales's item, as the immunity to Spikes and Ground-type attacks can prove useful until the item is used. ![]() ![]() Venusaur (F) @ Life Orb Trait: Chlorophyll EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Growth - Giga Drain - Hidden Power [Fire] - Sludge Bomb Venusaur is a monster under the sun, capable of running through any team that isn't prepared for it. Life Orb is the preferred item as it provides a substantial boost to Venusaur's offenses. Growth is the most important move in the set, as it boosts Venusaur's Special Attack to deadly levels. Giga Drain helps regain any lost HP from Life Orb, and gains STAB. Hidden Power Fire is essential, as with it Venusaur can kill any Steel-type, except Heatran, under the sun with a Growth boost. Sludge Bomb helps attain extra type coverage that Giga Drain and HP Fire can't provide (i.e: Dragonite). ![]() ![]() Heatran (M) @ Air Balloon Trait: Flash Fire EVs: 216 SAtk / 40 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Fire Blast - Earth Power - Hidden Power [Ice] - Roar Heatran's typing enables it to switch into a variety of attacks, and its acceptable move-pool also allows it to threaten many Pokemon at once. Air Balloon takes this to a whole new level by allowing Heatran to switch into Earthquake, a move that used to send chills down its spine. For example, with Air Balloon, it can check Landorus pretty reliably. Fire Blast is a wickedly powerful STAB move, especially in the Sun. Earth Power is useful for dealing with other Heatran, as well as in situations where using Fire Blast may not be a good idea (such as against a Drizzle team). Hidden Power Ice takes out Gliscor, and Landorus threats. Roar is to shuffle your opponents team (Useful when rocks are set up from Donphan) and to prevent your opponent from sweeping. ![]() ![]() Jellicent (M) @ Leftovers Trait: Water Absorb EVs: 248 HP / 216 Def / 44 Spd Bold Nature (+Def, -Atk) - Scald - Will-O-Wisp - Recover - Taunt Jellicent's typing is arguably its most endearing quality, and allows it to be a fabulous switch-in to a variety of threats. Jirachi (especially with Body Slam) will be hard pressed to do much of anything, Heatran will be forced out, and choice-locked Azumarill will often even heal Jellicent if it has Water Absorb. Jellicent also serves as a fine answer to Politoed, who will be able to do little more than give Jellicent that signature dumb stare. The choice between Surf and Scald is one between more power and crippling a potential check as they switch in. Scald was chosen because of chances of Burn. Either move synergizes well with Will-O-Wisp, as Fire-types will not want to come in on Jellicent, and a burn crippling the opponent's Attack complements Jellicent's Special Defense well. Recover is one of Jellicent's most important moves, as it would be on any defensive Pokemon. Thanks to Jellicent's high Special Defense, it is capable of stalling out Draco Meteor from Latios, Latias, or Dragonite using Recover. The final moveslot goes to Taunt, allowing Jellicent to wear down slower Pokemon who rely on a recovery move, including Slowbro, Blissey, Vaporeon, Quagsire, and Hippowdon. The EV spread is relatively simple; 44 Speed EVs allow Jellicent to outspeed and burn Scizor, while the rest maximize bulk with emphasis on Jellicent's weaker Defense stat. 248 HP EVs allow Jellicent to take less damage from Spikes. ![]() ![]() Donphan (M) @ Leftovers Trait: Sturdy EVs: 252 HP / 252 Atk / 4 Def Adamant Nature (+Atk, -SAtk) - Rapid Spin - Stealth Rock - Earthquake - Ice Shard This set takes a more offensive approach, taking advantage of Donphan's often forgotten, yet undeniably impressive Attack stat. Donphan's function, however, remains unchanged; using Rapid Spin should still be its main priority if entry hazards are present. As always, Earthquake is a staple for putting a dent in anything that doesn't resist it. Even Jellicent, one of Donphan's initial counters, is 2HKOed with prior damage. Besides Earthquake and Rapid Spin, Donphan has room for more coverage or support options in the last slots. Stealth Rocks is of course to set up hazards in the playing field, which can be rather useful at times. In the last slot, Ice Shard should be used to revenge kill weakened threats and targets with weaknesses to Ice-type attacks, especially Dragonite and Haxorus. It is very useful due to its priority. ![]() ![]() Xatu (F) @ Leftovers Trait: Magic Bounce EVs: 248 HP / 84 Def / 176 SDef Bold Nature (+Def, -Atk) - Hidden Power [Fire] - Roost - Psychic - Toxic This allows Xatu to use Magic Mirror to its full potential. This set allows Xatu to switch onto Pokemon who commonly set up entry hazards, and reflect whatever it throws. Psychic and Hidden Power [Fire] give Xatu great coverage on Pokemon who commonly set up entry hazards, therefore those Xatu will be switching in on the most. This Xatu set has its defenses balanced out so that it can survive for as long as possible. Toxic is good for helping to outstall Pokemon or just weakening your opponents team for the long run. Roost of course is to recover it's HP ![]() ~Importable~ Spoiler: click to toggle ~Credit for descriptions goes to Smogon ^^ Team dedicated to Misty <3 Edited by Emvee, Nov 21 2011, 08:43 AM.
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| Pokemonexpert | Dec 17 2011, 04:53 PM Post #2 |
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I like it. +1 for the team. |
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6:23 AM Jul 11