.::Team at a Glance::.
I really wanted to base a team around a Volcarona, but I absolutely loathe Ninetails. I knew what would be needed on the team, and so, my teambuiling process came together.
As mentioned, Volcarona was the target to the build. Rapid Spin support will be needed, and some bulk on the team too. Volcarona is also walled beyond the moon by Blissey and Chansey. Volcarona might appreciate some entry Hazard support too, just to make some sweeps easier.
Because Rapid Spin and Entry Hazard support will be so desired, I chose Jirachi and Forretress to lay down all three types of Entry Hazards and Spin the ones on my part of the field away. Jirachi also supports Volcaroa through the art of Paralysis, as it will help slow up some major threats, leaving way for Volcarona to outspeed primarily anything after one or two boosts.
Fire Types and Ground Types look like they could pretty much run rampant with what I have here. Because Volcarona and Heatran are quite common these days, I've decided to invest in a Jellicent. The ability to shut down basically whatever Fire Type shows it's ugly mug around my team and spinblock makes it a great partner for the team.
Unfortunately, Jellicent is my only solve to Fire Types and Ground Types, without it, I'm back at square one. I also lack a solid way to hit the mentioned Blissey and Chansey. So, I added Dragonite. It has great natural bulk, thus adding to the bulk of the team, and some great offensive punch.
Looking fairly solid right now, I decided to add Conkeldurr. It gives me a form of Priority to pick off weakened opponents, and a way to set up some great defensive bulk. Rock Types cause Dragonite and Volcarona some problems, so adding the Conkeldurr seems like a good move.
Volcarona (M) @ Life Orb
Trait: Flame Body
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Hidden Power [Rock]
Trait: Flame Body
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Hidden Power [Rock]
Chosing Volcarona wasn't the only reasoning behind putting one on my team. It's tremendous Special and Speed stats after a single boost were what really captured my heart. I chose the Life Orb set, as I wanted this thing to hit very hard and fast. Quiver Dance is the mentioned crux of the set, maintaining the moth's power, Speed, and Special Bulk. Fiery Dance and Bug Buzz provide great dual STAB, both having the chance to boost his sweeping capabilities; the raise in Special Attack or lowering of the opponent's Special Defense respectively. Hidden Power Rock is my coverage move, hitting Gyarados, opposing Volcarona, and the odd Fire Type not named Infernape or Heatran.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 220 SDef / 36 Spd
Careful Nature (+SDef, -SAtk)
- Iron Head
- Body Slam
- Wish
- Stealth Rock
Jirachi is mainly here to provide the team some bulk and Stealth Rock. I'm not fond of it, or how it's used in today's metagame, but it works, and provides me with wins. The Paraflinch strategy is indeed a simple strategy that anyone can screw a team with, and no detail should be needed to explain what it does. You all know. Wish keeps the entire team, not just my sweepers, with a great amount of HP at their disposal, keeping the team alive longer. I've won matches and lost them just due to the prevailence of Entry Hazards, so I will be running Stealth Rock on Jirachi.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 SDef
IVs: 0 Spe
Relaxed Nature
- Toxic Spikes
- Spikes
- Rapid Spin
-Gyro Ball
Ah Forretress. Only you could do the job you do. I took an unorthodox apporach and decided to run both Toxic and Regular Spikes to complete the triad of Entry Hazards, thus make whatever sweeping needed oh so much more easier. Rapi Spin keeps things such as Volcarona and Dragonite healthy on the switch-in, making their lives easier. Earthquake's my attacking move, but I'm not sure if this should be changed to the likes of Gyro Ball just because of his low attack.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Toxic
- Recover
- Taunt
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Toxic
- Recover
- Taunt
Jellicent's main two roles are to prevent all the "hard work" by Jirachi and Forretress from being undone by Rapid Spin, and two, keep Fire Types at bay. He does these two jobs amazingly well. The four common spinners in today's metagmae are Donphan, Starmie, Forretress and Tentacruel, and Jellicent shuts down three of them completely. Scald shuts down any Physical Sweeper that dares switch in to it, bar those that have the guts ability, and provides some nice STAB. Toxic poisons anything that levitates or is not hit by Toxic Spikes. Recover keeps his HP up when not being passed a wish, and Taunt shuts down the likes of Ferrothorn from setting up and other slow setup Pokemon.
Dragonite (M) @ Choice Band
Trait: Multiscale
EVs: 60 HP / 252 Atk / 196 Spd
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Earthquake
- Outrage
- ExtremeSpeed
In Fourth Generation, I hated Dragonite. He was fairly difficult to use, as without a spinner, his usefulness was shot down. Now that he carries Multiscale, and I regularly carry both a spinner and wish passer, his use has become so much more of a better experience. Becuase of his natural bulk, Jirachi's ability to spread Paralysis and my choice of spinner, I'm running the Choice Band set, as it allows to hit hard before it has to take hits. I'm opting with Waterfall over Fire Punch just because Rain Teams are far more common than Sun Teams, and it thus greatly allows the Dragon to carry an attack that won't be as heavily burdened by the environmental factors of today's metagame. Earthquake hits the Steel Types that resist his three other moves and provides a strong hit. Outrage is STAB, and backed by a + 538 Attack stat, is very powerful. Extremespeed allows Dragonite to come in and pick off easy kills.
Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Stone Edge
Probably the filler of the team, Conkledurr does what Forretress and Dragonite do over a set amounts of turns, being very defensive physically, and physically hitting tremendously hard. It's a standard Conkeldurr set, and I run Stone Edge over Payback, as they hit basically the sma ething with the same power, except Stone Edge creates better coverage than Payback alongside the two fighting moves. Start him by bringing his attack and defense up with Bulk Up, then hit with Drain Punch or Mach Punch, whichever is more suitable. Shell Bell was replaced for the Flame Orb to instantly activate the Guts Boost, and has been working very well. Drain Punch makes for boosted HP recovery, and Mach Punch is great for picking things off at my leisure. I wouldn't mind seeing a mixed or another special attacker take his place, as Defesnive Walls can really break the team down.
And there it is. Any changes that should be made?
And there it is. Any changes that should be made?
EDIT 1 [DEC 19, 2011 @ 18:38PM SMT]: Gave Conkeldurr Flame Orb over Shell Bell
EDIT 2 [DEC 19, 2011 @ 21:36PM SMT]: Fixed Forretress' Nature and IVs. Swapped Earthquake for Gyro Ball
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