CreepacisT
Upcoming WiFi GOD
mmm,well.
decided to make it standard, being a lead, offensive core, defensive core, and a revenge killer. based it off my houndoom. NP is a beast.
at a glance.
;260; ;229; ;407; ;479; ;197; ;461;
LEAD
;260; @ leftovers
relaxed, 252 hp 252 def 4 atk
-roar
-stealth rock
-waterfall
-eq
SUPER awesome lead. either stealth rocks or attacks first turn, depending on the enemy. If the enemy will taunt, I go w/ waterfall, because most likely it will hit them super hard. otherwise, I go EQ. Obviously depends on typing. Roar late game for fazing/stalling, works great when SR plus spikes are up.
special atker
;229; @ life orb
modest, 252spA 252 spe 4 hp
-nasty plot
-flamethrower
-dark pulse
-HP fighting
Obvious, but way underused. I dont see why.
move in on afire atk sent to either roserade or weavile for the boost, NP when they switch out or atk. flamethrower and dark pulse for STAB and coverage. HP fighting for pokes that might switch in on houndoom after he gets an NP. most likely OHKOs empoleon swampert and heatran, scarf heatran is a giant problem for him, usually dealt w/ by pert.
;407; @ leftovers
calm, 252 HP, 120 spe, 138 spD
-spikes
-stun spore/sleep powder
-grass knot
-HP fire
switch in and set up as many layers of spikes I can w/o getting major damage. grass knot for threats like ttar pert etc. sleep powder for an extra turn of spikes as well as majorly messing up their team. HP fire for most common rapid spinners not dealt w/ by grass knot. mainly foretress. Also for an unsuspecting scizor that tries to switch in and set up.
;479; needs to be replaced. need a physical ghost, probably dusknoir. need ghost for explosion threats plus rapid spinners, and my team greatly benefits from not only SR but spikes, as well.
;197; @ leftovers
careful, 252 HP 252 def 4 spe
-toxic
-wish
-protect
-payback
physical tank as well as very helpful wish support. toxic+wish+protect=total stall out to weaken. allows me to either straight up stall a pokemon to death, have them switch out way late after they realize they made a mistake by not switching, or at least poisoning them so that they use it very conservatively and riskily. payback for stab and powerful hit, seeing as its pretty damn slow and will cause switchouts due to toxic+stall.
;461; @ choice band
jolly, 252 atk 252 spe 4 hp
-pursuit
-ice shard
-brick break
-aerial ace
great revenge killer. ice shard for stab+priority, and the many dragons in OU. pursuit for pokemon switching out. pursuit also always ohko'es gengars and alakazams after SR. brick break for coverage and to deal w/ some of the pokemon that can wall this team. same for aerial ace. GREAT pokemon to use, really fills the void my crappy mesprit revenge killer left when he was there. xD dont judge me Im new!
obviously needs some help seeing as one of my pokemon already needs to go. when I made it I rly didnt look at counters, either, and this will be used in OU.
okay, let er rip!
and if you read this, calum, consider it a test
decided to make it standard, being a lead, offensive core, defensive core, and a revenge killer. based it off my houndoom. NP is a beast.
at a glance.
;260; ;229; ;407; ;479; ;197; ;461;
LEAD
;260; @ leftovers
relaxed, 252 hp 252 def 4 atk
-roar
-stealth rock
-waterfall
-eq
SUPER awesome lead. either stealth rocks or attacks first turn, depending on the enemy. If the enemy will taunt, I go w/ waterfall, because most likely it will hit them super hard. otherwise, I go EQ. Obviously depends on typing. Roar late game for fazing/stalling, works great when SR plus spikes are up.
special atker
;229; @ life orb
modest, 252spA 252 spe 4 hp
-nasty plot
-flamethrower
-dark pulse
-HP fighting
Obvious, but way underused. I dont see why.
move in on afire atk sent to either roserade or weavile for the boost, NP when they switch out or atk. flamethrower and dark pulse for STAB and coverage. HP fighting for pokes that might switch in on houndoom after he gets an NP. most likely OHKOs empoleon swampert and heatran, scarf heatran is a giant problem for him, usually dealt w/ by pert.
;407; @ leftovers
calm, 252 HP, 120 spe, 138 spD
-spikes
-stun spore/sleep powder
-grass knot
-HP fire
switch in and set up as many layers of spikes I can w/o getting major damage. grass knot for threats like ttar pert etc. sleep powder for an extra turn of spikes as well as majorly messing up their team. HP fire for most common rapid spinners not dealt w/ by grass knot. mainly foretress. Also for an unsuspecting scizor that tries to switch in and set up.
;479; needs to be replaced. need a physical ghost, probably dusknoir. need ghost for explosion threats plus rapid spinners, and my team greatly benefits from not only SR but spikes, as well.
;197; @ leftovers
careful, 252 HP 252 def 4 spe
-toxic
-wish
-protect
-payback
physical tank as well as very helpful wish support. toxic+wish+protect=total stall out to weaken. allows me to either straight up stall a pokemon to death, have them switch out way late after they realize they made a mistake by not switching, or at least poisoning them so that they use it very conservatively and riskily. payback for stab and powerful hit, seeing as its pretty damn slow and will cause switchouts due to toxic+stall.
;461; @ choice band
jolly, 252 atk 252 spe 4 hp
-pursuit
-ice shard
-brick break
-aerial ace
great revenge killer. ice shard for stab+priority, and the many dragons in OU. pursuit for pokemon switching out. pursuit also always ohko'es gengars and alakazams after SR. brick break for coverage and to deal w/ some of the pokemon that can wall this team. same for aerial ace. GREAT pokemon to use, really fills the void my crappy mesprit revenge killer left when he was there. xD dont judge me Im new!
obviously needs some help seeing as one of my pokemon already needs to go. when I made it I rly didnt look at counters, either, and this will be used in OU.
okay, let er rip!
and if you read this, calum, consider it a test