White-Charizard
Member
Okay, so to clarify, this is a planned Wi-fi team for my future White version. As this will be an actual team (cannot currently download Shoddy), I cannot use certain event Pokemon such as WishBliss or most Kanto and Sinnoh legendaries. Beyond this, I can make really any changes to it, though I'd like to keep it as similar to the original as possible.
;547;
Erufuun @ Leftovers
Ability: Mischievous Heart
EVs: 252 HP / 88 Def / 168 SpD
Nature: Timid
- Leech Seed
- Substitute
- Encore
- Taunt
As the second fastest Grass-type in the game, a wide variety of support moves, and access to Mischievous Heart, Erufuun is a great staller and shuffler. Leech Seed is a great support option for my team, all of whom will enjoy the added health, and is awesome for stall. Substitute used alongside Leech Seed makes this guy one of the best subseeders in the game. Encore and Taunt let Erufuun act as my panic button for shutting down set-up sweepers, and also help ruin opposing stall. The EVs give optimal defences on both ends of the spectrum, though I’m a bit iffy with them. Timid nature is used simply to outrun opposing subseeding Erufuun, and I’m considering changing it.
;598;
Nattorei @ Leftovers/ Ruggedhelmet
Ability: Steel Thorns
EVs: 252 HP / 8 Def / 244 SpD
Nature: Relaxed
- Stealth Rock
- Spikes
- Gravity
- Gyro Ball/ Power Whip
Oh man this thing rocks. Sporting 11 resistances and only two weaknesses, 74/131/116 defenses, excellent ability, and a crushing movepool, Nattorei is a great wall. Stealth Rock and Spikes are necessary entry hazards, and it’s great that this thing gets both. Gravity is cool with Spikes and TS, as it makes even flyers and those with Levitate get hurt by them. Gyro Ball is a decent attacking option, working well with his slow speed, but is slashed with Power Whip since the latter goes well with Gravity. His ability is awesome, letting him work as a sort of pseudo-spin-blocker and making him dangerous to take out. The EVs let him take both physical and special hits amazingly well, while a Relaxed nature boosts his strong defense and lowers his speed, making Gyro Ball more powerful. Leftovers would provide extra healing, but Ruggedhelmet is awesome with Steel Thorns.
;073;
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 120 Def / 136 SpD
Nature: Bold
- Toxic Spikes
- Rapid Spin
- Boiling Water
- Ice Beam
Tentacruel is a great bulky water, and has definitely gotten some perks this gen. Toxic Spikes is my third entry hazard, threatening any non steel, poison, flyer, or levitator sent in with Toxic poisoning, a vital weapon of stall. Rapid Spin is an old utility, helping remove pesky entry hazards from my side. Boiling Water is one of Tentacruel’s new toys, essentially a Water-type Lava Plume. Though seemingly redundant with Toxic Spikes in play, Boiling Water’s burn chance is a viable threat to anything immune to Toxic Spikes, such as Scizor, Salamence, Dragonite, ect. Ice Beam is coverage with Boiling Water. Liquid Ooze is great this gen, ruining fast subseeders and causing the many fighters’ Drain Punches to backfire. The EVs and nature are from the gen 4 standard.
;450;
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 8 Def / 248 SpD
Nature: Impish
- Earthquake
- Stockpile
- Slack Off
- Whirlwind
Stockpile Hippowdon is incredibly difficult to KO, with most Pokes barely managing a 3HKO after only two Stockpiles. This, along with Sandstream bringing auto sand in, makes this guy perfect for stall. Earthquake is a good, solid STAB that hits very hard, especially on Shanderaa and Doryuzuu. Slack Off is instant recovery, meaning this sandy hippo can hold his own without having to rely on Vappy’s Wish. Whirlwind is a solid option, letting Hippowdon shuffle the enemy’s team for extra SR, Spikes, and TS damage. The EVs and nature make him super bulky, letting this guy last.
;134;
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Nature: Bold
- Boiling Water
- Wish
- Protect
- Heal Bell
Vaporeon was one of the best support Pokemon last gen, and though little has changed for him, he remains one of the best. Boiling Water is new, and the burn chance helps against opponents that are unaffected by TS. Wish is the crux of this set, letting Vappy heal both himself and his team. The new mechanics behind it make it even better than last gen due to Vaporeon’s high HP. Protect works in tandem with Wish, giving a free turn of recovery. Heal Bell is the last option due to my team’s need of a cleric, and it also works wonders with Wish. Standard EVs, Bold nature to boost his mediocre defense. Water Absorb is used over Hydration due to this team’s use in sand.
;442;
Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 140 Def / 116 SpD
Nature: Calm
- Rest
- Sleep Talk
- Shadow Ball
- Hidden Power Fighting
Spiritomb is my team’s necessary spin blocker, and can also work as a decent staller with the RestTalk combo for self-healing. Shadow Ball and Hidden Power Fighting give perfect coverage, with nothing in the game resisting them. They also help to hit the two newest threats, Doryuzuu and Shanderaa, alongside older threats such as Starmie and Lucario, with super-effective damage. The EVs and nature provide optimal bulkiness.
;547;
Erufuun @ Leftovers
Ability: Mischievous Heart
EVs: 252 HP / 88 Def / 168 SpD
Nature: Timid
- Leech Seed
- Substitute
- Encore
- Taunt
As the second fastest Grass-type in the game, a wide variety of support moves, and access to Mischievous Heart, Erufuun is a great staller and shuffler. Leech Seed is a great support option for my team, all of whom will enjoy the added health, and is awesome for stall. Substitute used alongside Leech Seed makes this guy one of the best subseeders in the game. Encore and Taunt let Erufuun act as my panic button for shutting down set-up sweepers, and also help ruin opposing stall. The EVs give optimal defences on both ends of the spectrum, though I’m a bit iffy with them. Timid nature is used simply to outrun opposing subseeding Erufuun, and I’m considering changing it.
;598;
Nattorei @ Leftovers/ Ruggedhelmet
Ability: Steel Thorns
EVs: 252 HP / 8 Def / 244 SpD
Nature: Relaxed
- Stealth Rock
- Spikes
- Gravity
- Gyro Ball/ Power Whip
Oh man this thing rocks. Sporting 11 resistances and only two weaknesses, 74/131/116 defenses, excellent ability, and a crushing movepool, Nattorei is a great wall. Stealth Rock and Spikes are necessary entry hazards, and it’s great that this thing gets both. Gravity is cool with Spikes and TS, as it makes even flyers and those with Levitate get hurt by them. Gyro Ball is a decent attacking option, working well with his slow speed, but is slashed with Power Whip since the latter goes well with Gravity. His ability is awesome, letting him work as a sort of pseudo-spin-blocker and making him dangerous to take out. The EVs let him take both physical and special hits amazingly well, while a Relaxed nature boosts his strong defense and lowers his speed, making Gyro Ball more powerful. Leftovers would provide extra healing, but Ruggedhelmet is awesome with Steel Thorns.
;073;
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 120 Def / 136 SpD
Nature: Bold
- Toxic Spikes
- Rapid Spin
- Boiling Water
- Ice Beam
Tentacruel is a great bulky water, and has definitely gotten some perks this gen. Toxic Spikes is my third entry hazard, threatening any non steel, poison, flyer, or levitator sent in with Toxic poisoning, a vital weapon of stall. Rapid Spin is an old utility, helping remove pesky entry hazards from my side. Boiling Water is one of Tentacruel’s new toys, essentially a Water-type Lava Plume. Though seemingly redundant with Toxic Spikes in play, Boiling Water’s burn chance is a viable threat to anything immune to Toxic Spikes, such as Scizor, Salamence, Dragonite, ect. Ice Beam is coverage with Boiling Water. Liquid Ooze is great this gen, ruining fast subseeders and causing the many fighters’ Drain Punches to backfire. The EVs and nature are from the gen 4 standard.
;450;
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 8 Def / 248 SpD
Nature: Impish
- Earthquake
- Stockpile
- Slack Off
- Whirlwind
Stockpile Hippowdon is incredibly difficult to KO, with most Pokes barely managing a 3HKO after only two Stockpiles. This, along with Sandstream bringing auto sand in, makes this guy perfect for stall. Earthquake is a good, solid STAB that hits very hard, especially on Shanderaa and Doryuzuu. Slack Off is instant recovery, meaning this sandy hippo can hold his own without having to rely on Vappy’s Wish. Whirlwind is a solid option, letting Hippowdon shuffle the enemy’s team for extra SR, Spikes, and TS damage. The EVs and nature make him super bulky, letting this guy last.
;134;
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Nature: Bold
- Boiling Water
- Wish
- Protect
- Heal Bell
Vaporeon was one of the best support Pokemon last gen, and though little has changed for him, he remains one of the best. Boiling Water is new, and the burn chance helps against opponents that are unaffected by TS. Wish is the crux of this set, letting Vappy heal both himself and his team. The new mechanics behind it make it even better than last gen due to Vaporeon’s high HP. Protect works in tandem with Wish, giving a free turn of recovery. Heal Bell is the last option due to my team’s need of a cleric, and it also works wonders with Wish. Standard EVs, Bold nature to boost his mediocre defense. Water Absorb is used over Hydration due to this team’s use in sand.
;442;
Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 140 Def / 116 SpD
Nature: Calm
- Rest
- Sleep Talk
- Shadow Ball
- Hidden Power Fighting
Spiritomb is my team’s necessary spin blocker, and can also work as a decent staller with the RestTalk combo for self-healing. Shadow Ball and Hidden Power Fighting give perfect coverage, with nothing in the game resisting them. They also help to hit the two newest threats, Doryuzuu and Shanderaa, alongside older threats such as Starmie and Lucario, with super-effective damage. The EVs and nature provide optimal bulkiness.
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