OceanicLanturn
Non non non!
Hiya guys. This is going to be my Platinum run, and the theme of it, or MVP, will be a never evolving Piplup w/ Everstone.
Now, here's the team
Piplup @ Everstone
Abilities: Torrent
Nature: Bold
- Ice Beam
- Surf
- Grass Knot
- Hydro Pump
Piplup is the MVP of the team. It is cute and I don't feel like evolving it, so that's why I chose the Everstone so it prevents evolution. Anyways, Ice Beam handles Grass types and Flying types, while Grass Knot beats heavy ground types and non-ground type heavy mons. Surf is the move for HM, and is much more reliable. Hydro Pump packs the heavy pump Piplup needs to beat tougher opponents, though lower accuracy can hurt sometimes.
Luxray @ Magnet
Ability: Intimidate
Nature: Docile
- Crunch
- Charge Beam
- Discharge
- Secret Power
Luxray has the unfortunate curse of not having Wild Charge in Gen 4. Oh well, it still has good Special Attack, making it a plausible attacker from both sides of the spectrum. Charge Beam & Discharge have nifty side effects. Crunch can lower defense, awesome. Secret Power is a fun move, and have random nifty side effects, and sort of filler move.
Rapidash @ Expert Belt
Ability: Flash Fire
Nature: ---
- Flare Blitz
- Megahorn
- Poison Jab
- Bounce
Rapidash works well as a physical sweeper. With 4 different type combinations, Rapidash can beat many Pokemon. Flare Blitz obliterates Grass/Bug types, while Megahorn kills Lucian. Bounce handles flying types pretty well, to dodge a move and sometimes have a nifty paralysis chance. Lastly, Poison Jab finishes off the combo, placing poison on harder-to-take-down mons.
Carnivine @ Leftovers
Ability: Levitate
Nature: ---
- Power Whip
- Crunch
- Wring Out
- Sludge Bomb
Carnivine is a great, yet underrated Pokemon. The strategy, since Carnivine's 90 special attack is far from little, is to start with Wring Out, doing maximum damage. Crunch has a nice little defense drop. Power Whip is STAB, while Sludge Bomb is a nice way to poison foes.
Bronzong @ Metal Coal
Ability: Levitate
Nature: --
- Gyro Ball
- Payback
- Earthquake
- Psychic
Bronzong is my defensive pivot. Its Steel/Psychic defensive typing gives it a plenthora of resistances, as well as an extra ground immunity thanks to Levitate. Gyro Ball is the STAB of choice, and can deal huge damage on unresisted hits. Payback hits Psychic type hard, and runs through Lucian effortless. Earthquake beats Fire types. Psychic is filler + STAB.
Crobat @ Black Sludge
Ability: Inner Focus
Nature: ---
- Cross Poison
- Steel Wing
- Fly
- Return
Crobat finishes up the team. As my flyer, it knows Fly (duh). It also has good coverage in Cross Poison. Although this is walled by steels, Crobat can safely U-Turn away, as well as hit pesky psychic types. Return, high in power thanks to Crobat's necessity to evolve, is filler, but can hit other poison types better.
So here is my team. Please do not change the Piplup. The rest are all changeable. I only started on the Piplup and Shinx, but the latter can still be changed. So, tips and advices?
Changes
Crobat: Steel Wing > U-Turn
Thanks
Now, here's the team
Piplup @ Everstone
Abilities: Torrent
Nature: Bold
- Ice Beam
- Surf
- Grass Knot
- Hydro Pump
Piplup is the MVP of the team. It is cute and I don't feel like evolving it, so that's why I chose the Everstone so it prevents evolution. Anyways, Ice Beam handles Grass types and Flying types, while Grass Knot beats heavy ground types and non-ground type heavy mons. Surf is the move for HM, and is much more reliable. Hydro Pump packs the heavy pump Piplup needs to beat tougher opponents, though lower accuracy can hurt sometimes.
Luxray @ Magnet
Ability: Intimidate
Nature: Docile
- Crunch
- Charge Beam
- Discharge
- Secret Power
Luxray has the unfortunate curse of not having Wild Charge in Gen 4. Oh well, it still has good Special Attack, making it a plausible attacker from both sides of the spectrum. Charge Beam & Discharge have nifty side effects. Crunch can lower defense, awesome. Secret Power is a fun move, and have random nifty side effects, and sort of filler move.
Rapidash @ Expert Belt
Ability: Flash Fire
Nature: ---
- Flare Blitz
- Megahorn
- Poison Jab
- Bounce
Rapidash works well as a physical sweeper. With 4 different type combinations, Rapidash can beat many Pokemon. Flare Blitz obliterates Grass/Bug types, while Megahorn kills Lucian. Bounce handles flying types pretty well, to dodge a move and sometimes have a nifty paralysis chance. Lastly, Poison Jab finishes off the combo, placing poison on harder-to-take-down mons.
Carnivine @ Leftovers
Ability: Levitate
Nature: ---
- Power Whip
- Crunch
- Wring Out
- Sludge Bomb
Carnivine is a great, yet underrated Pokemon. The strategy, since Carnivine's 90 special attack is far from little, is to start with Wring Out, doing maximum damage. Crunch has a nice little defense drop. Power Whip is STAB, while Sludge Bomb is a nice way to poison foes.
Bronzong @ Metal Coal
Ability: Levitate
Nature: --
- Gyro Ball
- Payback
- Earthquake
- Psychic
Bronzong is my defensive pivot. Its Steel/Psychic defensive typing gives it a plenthora of resistances, as well as an extra ground immunity thanks to Levitate. Gyro Ball is the STAB of choice, and can deal huge damage on unresisted hits. Payback hits Psychic type hard, and runs through Lucian effortless. Earthquake beats Fire types. Psychic is filler + STAB.
Crobat @ Black Sludge
Ability: Inner Focus
Nature: ---
- Cross Poison
- Steel Wing
- Fly
- Return
Crobat finishes up the team. As my flyer, it knows Fly (duh). It also has good coverage in Cross Poison. Although this is walled by steels, Crobat can safely U-Turn away, as well as hit pesky psychic types. Return, high in power thanks to Crobat's necessity to evolve, is filler, but can hit other poison types better.
So here is my team. Please do not change the Piplup. The rest are all changeable. I only started on the Piplup and Shinx, but the latter can still be changed. So, tips and advices?
Changes
Crobat: Steel Wing > U-Turn
Thanks
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