alteredegoX
Sophi so silleh~
As the title says, this is just a potential team I've been working on which isn't designed around fitting into the tiers (because I don't know the tiers, and to be fair, I couldn't care less about learning them. This is just how I play)
So, here they are;
Hippopotas @ Focus Band
Ability: Sand Stream
EVs: 252 HP, 252 SDef
Nature: Careful
- Stealth Rock
- Toxic
- Slack Off
- Roar
Reason: Hippopotas is simply there as a lead to set up Stealth Rocks. The Special Defence EVs is to even out it's defences around 200, whilst the HP is just to keep it in longer. Whilst it's main reason is to Stealth Rock, as well as to set up a Sandstorm with it's ability, I chose to give it Toxic to do a little more damage if it survives one hit, which to be fair unless my opponent buffs or switches, it wouldn't. Which is also why it has Focus Band, just to give the extra chance of surviving into a second round. Slack Off is simply to restore HP in the off situation when I could get away with it. Roar is just to annoy. I really cannot see more than to Roar out to give myself a chance of knowing my opponent's team, and to deal a bit of Stealth Rock damage.
Hippowdon @ Life Orb
Ability: Sand Force
EVs: 252 Att, 252 Spd
Nature: Jolly
- Earthquake
- Stone Edge
- Thunderfang
- Firefang
Reason: Hippowdon is a basic physical Sweeper. As it it more likely to come out during a Sandstorm already set up, Sandforce makes 50% of it's attacks, Earthquake and Stone Edge, stronger. EQ is the obvious powerful STAB, Stone Edge is to combat Flying types which are immune to Ground. And water types and grass types which could take both of those, Thunderfang and Firefang respectively, are there to combat those. It's nature is simply to try and combat the low speed of Hippowdon, and due to it likely taking damage a lot before it can attack, Life Orb is just there to help it dish out the major damage whilst it can.
Alakazam @ Wise Glasses
Ability: Magic Guard
EVs: 252 SpAtt, 252 Spd
Nature: Modest
- Psychic
- Grass Knot
- Focus Blast
- Hidden Power (Ice)
Reason: Magic Guard is quite simply, one amazing ability to me, and as Alakazam avoids the Sandstorm damage set up, this just limits the damage done to Alakazam. Nature and EVs are very obviously to maximise the Special Attack. Psychic is obviously for STAB. Grass Knot I chose because it's not something I've often found, and from my experiences using it, it can really come in handy in a fair few situations. Focus Blast is to get off damage on Dark types. Hidden Power Ice, to be honest wasn't my first choice, originally it had been Dragon, just to provide a little more coverage, but I was told to change it to Ice, so I did.
Excadrill @ Muscle Band
Ability: Sand Rush
EVs: 252 HP, 252 Att
Nature: Adamant
- Earthquake
- Poison Jab
- Rapid Spin
- Aerial Ace
Reason: Excadrill is my fast but tough hitter. Sand Rush was chosen over Sand Force, so that I have a physical sweeper that isn't slow, but it's EVs and nature are still aimed towards boosting attack, due to the doubled speed in Sandstorm. EQ is again, the STAB, whilst Poison Jab, and Aerial Ace, deal with other potential type opponents, being able to strike at Grass, Fighting, etc, that could take an EQ with less damage. Rapid Spin is a recent addition, as Toxic Spikes became a nuisance, and with switching into Excadrill, I could clear them off, and hopefully deal with whatever set them up.
Madibuzz @ Left Overs
Ability: Overcoat
EVs: 252 HP, 128 Def, 128 SpDef
Nature: Careful
- Roost
- U-Turn
- Substitute
- Payback
Reason: Payback is the STAB for being offensive should the need come, and it makes use of the fairly low speed (I think). Sub to create a little more defence when I U-Turn out for something. Roost, is the obvious way to get some health back after a Sub or after taking damage when it breaks. I treat Mandibuzz as a less than conventional wall really. Overcoat was really the only good ability for Mandibuzz really, the other two involve lowering it's Defence and preventing Defence lowering which really isn't so good. At least this way, it doesn't take Sandstorm damage too.
Note: As of current, this final is just a theorised Pokémon, due to still scouting the Dream World for the right Magnemite. Hopefully, won't be much longer till I get this Magnemite and I can start to train.
Magnezone @ Zoom Lens
Ability: Analytic
EVs: 128 HP, 128 Def, 124 SpAtt, 128 SpDef
Nature: Modest
- Zap Cannon/Thunder
- Mirror Shot
- Wild Charge
- Tri-Attack
Reason: This entire set, is based around dealing damage last, hence why there is the Zoom Lens, and the Analytic ability. Due to this, Zap Cannon/Thunder is chosed as it's main STAB electric move. I have still really to decide which I will go for, Thunder is more accurate, but Zap Cannon has the chance of Paralysis. Mirror Shot is the Steel STAB move, chosen for the annoyance of chance of lowering accuracy. Wild Charge is for the 'free switch', as Magnezone would act second, taking the hit for the next one to come in. Tri-Attack in my experience, p***es people off. With the addition of it being neutral across the board for types (except for steel, ghost and rock), and chance of 3 different status conditions. Quite often when I've used this on a Dodrio (this was back in Gen 4 though) I was quite often commented on by my opponent with 'F***ing Tri-Attack'.
So, here they are;
Hippopotas @ Focus Band
Ability: Sand Stream
EVs: 252 HP, 252 SDef
Nature: Careful
- Stealth Rock
- Toxic
- Slack Off
- Roar
Reason: Hippopotas is simply there as a lead to set up Stealth Rocks. The Special Defence EVs is to even out it's defences around 200, whilst the HP is just to keep it in longer. Whilst it's main reason is to Stealth Rock, as well as to set up a Sandstorm with it's ability, I chose to give it Toxic to do a little more damage if it survives one hit, which to be fair unless my opponent buffs or switches, it wouldn't. Which is also why it has Focus Band, just to give the extra chance of surviving into a second round. Slack Off is simply to restore HP in the off situation when I could get away with it. Roar is just to annoy. I really cannot see more than to Roar out to give myself a chance of knowing my opponent's team, and to deal a bit of Stealth Rock damage.
Hippowdon @ Life Orb
Ability: Sand Force
EVs: 252 Att, 252 Spd
Nature: Jolly
- Earthquake
- Stone Edge
- Thunderfang
- Firefang
Reason: Hippowdon is a basic physical Sweeper. As it it more likely to come out during a Sandstorm already set up, Sandforce makes 50% of it's attacks, Earthquake and Stone Edge, stronger. EQ is the obvious powerful STAB, Stone Edge is to combat Flying types which are immune to Ground. And water types and grass types which could take both of those, Thunderfang and Firefang respectively, are there to combat those. It's nature is simply to try and combat the low speed of Hippowdon, and due to it likely taking damage a lot before it can attack, Life Orb is just there to help it dish out the major damage whilst it can.
Alakazam @ Wise Glasses
Ability: Magic Guard
EVs: 252 SpAtt, 252 Spd
Nature: Modest
- Psychic
- Grass Knot
- Focus Blast
- Hidden Power (Ice)
Reason: Magic Guard is quite simply, one amazing ability to me, and as Alakazam avoids the Sandstorm damage set up, this just limits the damage done to Alakazam. Nature and EVs are very obviously to maximise the Special Attack. Psychic is obviously for STAB. Grass Knot I chose because it's not something I've often found, and from my experiences using it, it can really come in handy in a fair few situations. Focus Blast is to get off damage on Dark types. Hidden Power Ice, to be honest wasn't my first choice, originally it had been Dragon, just to provide a little more coverage, but I was told to change it to Ice, so I did.
Excadrill @ Muscle Band
Ability: Sand Rush
EVs: 252 HP, 252 Att
Nature: Adamant
- Earthquake
- Poison Jab
- Rapid Spin
- Aerial Ace
Reason: Excadrill is my fast but tough hitter. Sand Rush was chosen over Sand Force, so that I have a physical sweeper that isn't slow, but it's EVs and nature are still aimed towards boosting attack, due to the doubled speed in Sandstorm. EQ is again, the STAB, whilst Poison Jab, and Aerial Ace, deal with other potential type opponents, being able to strike at Grass, Fighting, etc, that could take an EQ with less damage. Rapid Spin is a recent addition, as Toxic Spikes became a nuisance, and with switching into Excadrill, I could clear them off, and hopefully deal with whatever set them up.
Madibuzz @ Left Overs
Ability: Overcoat
EVs: 252 HP, 128 Def, 128 SpDef
Nature: Careful
- Roost
- U-Turn
- Substitute
- Payback
Reason: Payback is the STAB for being offensive should the need come, and it makes use of the fairly low speed (I think). Sub to create a little more defence when I U-Turn out for something. Roost, is the obvious way to get some health back after a Sub or after taking damage when it breaks. I treat Mandibuzz as a less than conventional wall really. Overcoat was really the only good ability for Mandibuzz really, the other two involve lowering it's Defence and preventing Defence lowering which really isn't so good. At least this way, it doesn't take Sandstorm damage too.
Note: As of current, this final is just a theorised Pokémon, due to still scouting the Dream World for the right Magnemite. Hopefully, won't be much longer till I get this Magnemite and I can start to train.
Magnezone @ Zoom Lens
Ability: Analytic
EVs: 128 HP, 128 Def, 124 SpAtt, 128 SpDef
Nature: Modest
- Zap Cannon/Thunder
- Mirror Shot
- Wild Charge
- Tri-Attack
Reason: This entire set, is based around dealing damage last, hence why there is the Zoom Lens, and the Analytic ability. Due to this, Zap Cannon/Thunder is chosed as it's main STAB electric move. I have still really to decide which I will go for, Thunder is more accurate, but Zap Cannon has the chance of Paralysis. Mirror Shot is the Steel STAB move, chosen for the annoyance of chance of lowering accuracy. Wild Charge is for the 'free switch', as Magnezone would act second, taking the hit for the next one to come in. Tri-Attack in my experience, p***es people off. With the addition of it being neutral across the board for types (except for steel, ghost and rock), and chance of 3 different status conditions. Quite often when I've used this on a Dodrio (this was back in Gen 4 though) I was quite often commented on by my opponent with 'F***ing Tri-Attack'.