• Hey all, due to some issues with false DMCA takedown requests, we've had to remove and censor a few things until the situation is resolved. Sorry for any inconvenience.
  • Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

My Ruby Team

pokemon breeder william

salamence rocks!!!!!
My RUBY Team:

Salamence lvl66

Fire Blast
Dragon claw
Dragonbreath
Fly

Swampert lvl 64

Dive
Surf
Mud SHOT
Waterfall





Walrein lvl 46

Ice ball
Ice beam
Pound
Body slam

Flygon lvl 50

Hyper beam
Solar beam
Crunch
Dragon breath

Gardevoir lvl 49

Psychic
Calm mind
Teleport
Growl

Rydon lvl 50

Horn Drill
Stomp
screech
Horn Attack


WATER TYPE ROCKS!!!!!!!

http://www.serebiiforums.com/images...www.serebiiforums.com/images/smilies2/476.gif
 
Okay.... I'm going to roll up my sleeves and go to work on this team, and it's going to be a long and difficult process. You're going to have to bear with me, because those movesets are, frankly, really really bad. Sorry, but that's the truth.

First - go RIGHT NOW and get that Growl off of that Gardevoir. I can't even believe I see that there. In the first place, Growl is only a one-stage stat reduction. In the second place, it's a sound-based move that's applied to the opponent, so it can miss and it can be avoided by any poke that has Sound Proof. And third, it lowers physical defense and Gardevoir doesn't even have any physical attacks.

It has to go away now. Replace it with Thunderbolt.


Then - go find a Heart Scale and go to the Move Relearner in Fallarbor and get Rock Blast back on that Rhydon. It should never have been removed in the first place - NEVER take a STAB attack off of a poke unless you have something better to replace it with, and Horn Drill is most definitely NOT better. Make it go away and put Rock Blast back in its place.

There's a lot more that needs to be done, but those are the most important ones right off.

And please - ask any questions you want. I'll be more than willing to explain why I believe you should do the things I believe you should do, because that way you'll be able to figure it out on your own next time. And I'm genuinely sorry if this all sounds rude - I just don't know how else to approach it. There are huge problems all the way through those movesets and I want you to understand that they are problems, and why they're problems. I might come off rude along the way, but that's really not my intent.

:D
 
Last edited:
Okay - Salamence.

Fire Blast and Fly are both fine, but... here's another broad concept - whenever possible, you should avoid having two attacks of the same type. So Salamence shouldn't have both Dragonbreath and Dragon Claw. Since Dragon Claw is the better of the two attacks, keep it and replace Dragonbreath with something completely different - whatever is going to fit best with the rest of your team. Earthquake's often a good choice for a Salamence, but with Swampert, Flygon and Rhydon, you don't really need another ground attack. Rock attacks can be nice, but the only ones available in Ruby are Rock Tomb through a TM or Rollout through a move tutor, and neither one is all that great for Salamence. Crunch isn't bad, but you have to level up to 61 to get it, and you've already got it on Flygon. I'd tend toward a basic physical fighting or normal move - Brick Break or Focus Punch or Return or Strength. Or you could gamble on Facade - it's not quite as powerful as Strength, but the damage doubles if Salamence has a condition (burn, poison or paralyze).





And back to Rhydon for a moment. So the current moveset is Horn Drill/Stomp/Rock Blast/Horn Attack? Is that right?

That still needs some help. Horn Drill is not a good choice - sure, it's a one hit KO if it hits, but that's only IF it hits. It only has a 30% chance of hitting, and every time you use it and it doesn't hit, you end up just standing there, taking damage, with nothing to show for it.

Stomp is a decent enough move, but Rhydon's generally too slow to get a flinch out of it, so you'd be better off with something that did more damage. Even Strength would be better.

You don't really need another ground attack, but there's no reason to waste a STAB, so Rhydon could certainly use one. The problem though is that it doesn't learn one naturally until Earthquake at lvl 58. Until then, the best you can do is Dig, and unfortunately, there's only one Dig TM in Ruby.

So - for Rhydon, I'd train it up to level 58 so you can get Earthquake, and use this for a final moveset:

Rock Blast
Earthquake
Strength / Return
Brick Break / Counter / Focus Punch


As long as I'm here - on to Swampert. Get rid of all the water moves except for Surf - again, you don't want multiple moves of the same type. Put the rest of them on a Wailord or something and use that when you need to use the moves to get around the world.

For Swampert, go with something like:

Surf
Earthquake
Ice Beam
Rest
 
Last edited:
Wow you are quite good at this, but hey I am new. I am trying to get freinds and I ve beat the Elite four already.

What about Walrein and Flygon
 
Pshew.... I was trying to avoid Walrein and Flygon.

Okay - lots of information here -

As a general rule, you want to try to avoid overlap on the team. With mixed types, it gets a bit complicated, but that's a good general goal. Walrein is a bit iffy - the only thing it gets that's good for the team is a STABbed ice attack. Other than that, it really can't do much of anything that Swampert can't do. Flygon is the one that's the bigger problem, in my opinion (in spite of the fact that it's one of my favorites). It overlaps with Salamence and Swampert and Rhydon - there's pretty much nothing that it can do that at least one of them can't do better.

That said though, there aren't any really bad gaps on your team, so there's nothing that you really need so bad that I'd say to absolutely get rid of one of those two. You could maybe do with a good electric attack to take some of the pressure off of Gardevoir. A bit more fire could be nice. Ghost would be nice. Grass could be good (it's the thing Swampert's most afraid of), but there aren't a whole lot of good grass attacks. You definitely need a couple of fighting attacks, but Rhydon and Salamence can potentially handle those.

So it's not that you need to get rid of either of those two - it's just that there could well be something that'll work better.

Anyway -

For Walrein, I'd tend toward:

Ice Beam
Surf
Rest
and.... here's the other problem with Walrein.... Earthquake? then it's identical to Swampert, only without the STAB. Yawn? Not bad. Body Slam? could work. Actually, with Rest, maybe Snore, so it can do damage while it's asleep. Toxic is also a possibility.


For Flygon:

Man... I have no idea. Honestly. Earthquake is the obvious choice, but you don't really need it. Dragonbreath is.... okay. It's not that powerful, but at least it's stabbed. Hyperbeam is almost always a bad choice - it does a lot of damage on one turn, but then you just sit there and get hit on the next. Solarbeam's actually generally worse, since you sit around and take damage on the turn before you use it, and it's grass type, which a lot of things are resistant to. However, you can at least speed it up to one attack per turn by being in sunny weather - either naturally (which does happen in Ruby) or by using Sunny Day.

Thinking about that.... I'd be at least tempted to set it up as a Sunnybeamer. That is - both Sunny Day and Solarbeam, so it would use Sunny Day first, then each Solarbeam would go off in a single turn instead of a charging turn followed by an attacking turn. It's a fairly limited tactic, since it only really works on things that are weak to grass (ground, rock and water), but it is especially cool on waters, since the Sunny Day lowers the power of water attacks. And since Sunny Day also increases the power of fire attacks, you could put Flamethrower or Fire Blast on it and get something out of that. Then round it out with Earthquake or Crunch or Dragonbreath....

The biggest problem with sunnybeaming, aside from the fact that it's only of limited use, is that if you have to switch in one of your waters while Sunny Day is still running, then it's going to be crippled. It runs for five turns, so that's something to be wary of. Still though... I sort of like the idea of a Flygon Sunnybeamer.....

That'd be:

Sunny Day
Solarbeam
Fire Blast / Flamethrower
Dragonbreath / Earthquake / Crunch

This is more of a novelty set - it's not something I'd suggest for any sort of serious competition. But since you've got other things on the team that can handle all the things that Flygon might handle normally, you might as well do something sort of fun with it.

I'll think about it some more and see if I come up with something else. I've got some errands I have to run right now.....
 
Flygon really is quite bad in Gen III. Earthquake is his only Physical STAB move and most of the fun moves are Special. Because you said you were new, I'm gonna try to explain why some moves are more usefull than others.

Flygon
Adamant or Jolly nature if you can and are willing to get. Adamant boosts his Attack at cost of Sp. Atk, Jolly Speed at cost of Sp. Atk.

- Earthquake: 100 Base Power 100 accuracy STAB physical move. Reason enough :)
- Steel Wing: I tend to pick Steel Wing > Iron Tail because Steel Wing has got higher accuracy, but Iron Tail has more power (70 bp:90 acc VS 100 bp:75 acc). Steel moves hit Ice Types for Super effective damage, and flygon is 4x weak to Ice, so...
- Return: 102 BP, filler
- Fly: Also a filler
 
First - go RIGHT NOW and get that Growl off of that Gardevoir. I can't even believe I see that there. In the first place, Growl is only a one-stage stat reduction. In the second place, it's a sound-based move that's applied to the opponent, so it can miss and it can be avoided by any poke that has Sound Proof. And third, it lowers physical defense and Gardevoir doesn't even have any physical attacks.

It has to go away now. Replace it with Thunderbolt.

Um, no it doesn't? It lowers Attack.

Serebii's Third Gen Attack Dex on Growl said:
Battle Effect: Growls cutely to reduce the foe's ATTACK.

But I agree, Growl is definately not what you want on that Gardevoir. I'm not really sure about Teleport either. Even if you are, you have Fly with Salamence. Unless you're running around in a cave all the time, you really don't need Teleport.

And what are you doing running an HM slave Swampert? The only thing I'd consider is Surf. Outside of Ever Grande and Meteor Falls, you don't really need Waterfall.
 
Um, no it doesn't? It lowers Attack.
Ah... Yeah. You're right - I'm wrong. Tail Whip is the cheesy starter move that lowers defense. :D

I'm not really sure about Teleport either. Even if you are, you have Fly with Salamence. Unless you're running around in a cave all the time, you really don't need Teleport.
I figured I'd come back to that later. But yeah - I keep Teleport on a Gard (or a Kadabra/Zam) until I get Fly, then I dump it. But then there's a trick I use.

In order to get through Victory Road in Ruby/Sapphire, you need Flash. By that point, your HM slave(s) are probably going to be set - either Linoone or Tropius. Linoone doesn't learn Flash and I keep Tropius set up with Cut/Rock Smash/Strength/Fly, so there's no room for it. So just for the trip through Victory Road, I put Flash on Gard. Then when I get to the other side (so I can fly back at any time), I fly to Lilycove and get Flash deleted and replace it with something else. But that something else varies - I've never found anything that's really solid. The best I've found yet was in my Ruby playthrough - my Gard there got HP Ice. Other than a good HP though, you're limited to a bunch of things that can be sort of useful but nothing that's really obvious.
 
Dusclops is awesome.

I'd probably get rid of Curse and replace it with Focus Punch. Use Shadow Ball on everything but normal-types and Focus Punch on normals. So long as they don't have a different type attack, they won't even be able to touch Dusclops, so it doesn't have to worry about getting flinched.

WoW is an awesome move. Keep it no matter what.

WoW with Confuse Ray is a bit of a problem. Since WoW lowers attack, when the opponent gets confused and hits itself, it does less damage. It's still okay - if nothing else, when they're hitting themselves they're not hitting you - but it's not as good as it could be, just because they do so little damage to themselves. Rest works well in that slot, just for staying power. Substitute can work well too, to guarantee a focus punch even against an attack that would otherwise hit Dusclops. You can also put Psychic on there (or level up to 58 and get Future Sight) and use that against fighting types and poisons. There are a lot of specials that Dusclops can learn too, if you need to fill a hole in your team.

So:

Shadow Ball
Will o' Wisp
Focus Punch
Rest / Substitute / Psychic / Future Sight / Ice Beam / Thunderbolt / etc.......
 
Brick Break>Focus Punch so that you're sure to attack, even without sub. You could also consider Pain Split in the last slot.
 
Back
Top