BryGuy1984
Member
This is a team I was messing around with for a little while now... it does include some DW abilities mind you. Also, I'm fairly new to the forums so I apologise if things look a little off....
Ferrothorn {Relaxed +def/ -speed}
Iron Barbs
252 HP/ 252 Def
Rocky Helmet
Stealth Rock
Leech Seed
Thunder Wave
Power Whip/Gyroball
I know Ferrothorn is the new, nearly ultimate wall (nearly ultimate only in the fact that it is missing a decent recovery move) but he can be so much scarier. This build doesn't try to spdef him, since the only attacks he's concerned about spdef wise are Ice which he can bulk through, and Fire which will generally 1 shot him even with full Spdef EVs and a Spdef positive nature. T-Wave is a wonderful status addition, as paralysis is annoying as hell to deal with. Leech Seed can force some switches and gives a lovely bit of recovery. Now I can hear people thinking "why no leftovers"... well, after doing some math, I see Ferrothorn switching in on any physical attack, even if it will hurt him, since almost all do contact damage, combining iron barbs and rocky helmet will force them to take over 20% of their HP in damage, and if they are using life orb you get to laugh a little inside, especially if it's a NVE move. With rocks out this can be even funnier.
Huntail {Jolly +speed/-spatk}
Water Viel
252 atk/ 252 speed
White Herb
Shell Smash
Waterfall
Ice Fang
Body Slam
IMO shell smash is the most WTF stat booster in the entire game. With white herb you can avoid the stat drops, mind you with 105 def and 75 spdef base even with only 55 base HP it should be able to take that 1 hit it should be taking, Jolly nature ensures that you get your speed boost shot up to 104 base, not the fastest but with white herb you might be able to sneak in a second shell smash on their pokemon's set up since you didn't lose any defensive stats on the first use. In either case, Body slam makes for wonderful paralysis addition if you want a neutral hit, out speeding makes Waterfall's flinch worth more than the 10% miss chance of Aqua Tail.
Sigilyph {Bold +def/-atk}
Magic Guard
252 HP/ 252 Def
Burn Orb
Psycho Shift
Roost
Calm Mind
Hidden Power Ground/Fire/Ice
This build for Sigilyph is something I heard about and decided to try, it's stats are respectable and with Magic Guard it makes burn a decent choice. The major EV boost is to defence since calm mind will boost Sp defence. I'm not sold on which hidden power to go for yet though. Psycho Shift burn will nerf physical attackers who aren't immune, like other magic guarders and fire types, and it's extra damage. Roost is roost, it's recovery and awesome, also removing my flying type weaknesses for a short time which is my favorite part.
Gliscor {Impish +def/ -spatk}
Poison Heal
252 HP/ 252 Spd
Poison Orb
Earthquake
Facade/Aerial Ace
Agility
Baton Pass
This is a bit of a playtest with Gliscor baton passing, the EV spread/nature are still experimental. I usually go with Ninjask for my passing because he generally rocks at it, but I wanted a passer that could do something more offensively, so with EQ and either Facade of Aerial Ace (for fear of those &$%# floating ghosts) he can still do some face beating. Poison Orb also keeps him from getting hit with status conditions which is always useful. The hard part was coming up with more good targets for his passing.
Lucario {Naive +speed/ -spdef}
Justified
252 Atk/ 252 Spatk
Expert Belt
Close Combat
Earthquake
Dark Pulse
Flash Cannon/HP Ice
This is my play on a Mixcario, he's ok on his own but does best when tossed in on Baton Pass, and since he is x4 resistant to rock AND dark moves this can get fun. With lucky prediction on a dark move it's possible to get off a shot of Justified for an attack boost on those big 100/120 BP attacks. Dark Pulse is for coverage on the levi ghosts that will drive you nuts, but it is still a toss up between Flash Cannon and HP Ice. Mostly because Flash Cannon is a good STAB special attack (since his fighting move is taken up by close combat over aura sphere for damage) but HP Ice allows for better coverage to take advantage of expert belt so i'm leaning towards HP Ice.
Nidoking {Modest +Spatk/ -Atk}
Sheer Force
252 spatk/ 252 speed
Life Orb
Earth Power
Thunderbolt
Ice Beam
Flamethrower/Sludge Wave
Ever since I saw Sheer Force on Nidoking I have been in a pseudo euphoric state. His generally respectable spatk now gets augumented with a very VERY nice ability, which puts his spatk power up to a really nice point since Nidoking has a movepool I am "almost" willing to compare to Mew with how many things he can learn to use. My attack toss up here is between flamethrower and sludge wave because though flame thrower gives better coverage, sludge wave gives you another stab+sheer force attack in addition to earth power. With his base 85 speed he also makes a great target, boosting up to base 170 speed making him outspeed a lot of major issues you will be running into. Sheer Force + Life Orb = 60% bonus, it is possible to take some risks and go with the 120 power 70 accuracy moves over their 95 power 100 accuracy counterparts for some heavy pounding but I prefer the reliability of the lower power attacks, with both sheer force and life orb they are all around 140-150 power anyway.
I appreciate any and all rates/fixes anyone is willing to give me, and I can take criticism so you don't need to be crazy polite. I just ask that you are not nasty about it or insulting... I've seen some pretty obscene verbal wars go on and I prefer to avoid them personally >_>
Ferrothorn {Relaxed +def/ -speed}
Iron Barbs
252 HP/ 252 Def
Rocky Helmet
Stealth Rock
Leech Seed
Thunder Wave
Power Whip/Gyroball
I know Ferrothorn is the new, nearly ultimate wall (nearly ultimate only in the fact that it is missing a decent recovery move) but he can be so much scarier. This build doesn't try to spdef him, since the only attacks he's concerned about spdef wise are Ice which he can bulk through, and Fire which will generally 1 shot him even with full Spdef EVs and a Spdef positive nature. T-Wave is a wonderful status addition, as paralysis is annoying as hell to deal with. Leech Seed can force some switches and gives a lovely bit of recovery. Now I can hear people thinking "why no leftovers"... well, after doing some math, I see Ferrothorn switching in on any physical attack, even if it will hurt him, since almost all do contact damage, combining iron barbs and rocky helmet will force them to take over 20% of their HP in damage, and if they are using life orb you get to laugh a little inside, especially if it's a NVE move. With rocks out this can be even funnier.
Huntail {Jolly +speed/-spatk}
Water Viel
252 atk/ 252 speed
White Herb
Shell Smash
Waterfall
Ice Fang
Body Slam
IMO shell smash is the most WTF stat booster in the entire game. With white herb you can avoid the stat drops, mind you with 105 def and 75 spdef base even with only 55 base HP it should be able to take that 1 hit it should be taking, Jolly nature ensures that you get your speed boost shot up to 104 base, not the fastest but with white herb you might be able to sneak in a second shell smash on their pokemon's set up since you didn't lose any defensive stats on the first use. In either case, Body slam makes for wonderful paralysis addition if you want a neutral hit, out speeding makes Waterfall's flinch worth more than the 10% miss chance of Aqua Tail.
Sigilyph {Bold +def/-atk}
Magic Guard
252 HP/ 252 Def
Burn Orb
Psycho Shift
Roost
Calm Mind
Hidden Power Ground/Fire/Ice
This build for Sigilyph is something I heard about and decided to try, it's stats are respectable and with Magic Guard it makes burn a decent choice. The major EV boost is to defence since calm mind will boost Sp defence. I'm not sold on which hidden power to go for yet though. Psycho Shift burn will nerf physical attackers who aren't immune, like other magic guarders and fire types, and it's extra damage. Roost is roost, it's recovery and awesome, also removing my flying type weaknesses for a short time which is my favorite part.
Gliscor {Impish +def/ -spatk}
Poison Heal
252 HP/ 252 Spd
Poison Orb
Earthquake
Facade/Aerial Ace
Agility
Baton Pass
This is a bit of a playtest with Gliscor baton passing, the EV spread/nature are still experimental. I usually go with Ninjask for my passing because he generally rocks at it, but I wanted a passer that could do something more offensively, so with EQ and either Facade of Aerial Ace (for fear of those &$%# floating ghosts) he can still do some face beating. Poison Orb also keeps him from getting hit with status conditions which is always useful. The hard part was coming up with more good targets for his passing.
Lucario {Naive +speed/ -spdef}
Justified
252 Atk/ 252 Spatk
Expert Belt
Close Combat
Earthquake
Dark Pulse
Flash Cannon/HP Ice
This is my play on a Mixcario, he's ok on his own but does best when tossed in on Baton Pass, and since he is x4 resistant to rock AND dark moves this can get fun. With lucky prediction on a dark move it's possible to get off a shot of Justified for an attack boost on those big 100/120 BP attacks. Dark Pulse is for coverage on the levi ghosts that will drive you nuts, but it is still a toss up between Flash Cannon and HP Ice. Mostly because Flash Cannon is a good STAB special attack (since his fighting move is taken up by close combat over aura sphere for damage) but HP Ice allows for better coverage to take advantage of expert belt so i'm leaning towards HP Ice.
Nidoking {Modest +Spatk/ -Atk}
Sheer Force
252 spatk/ 252 speed
Life Orb
Earth Power
Thunderbolt
Ice Beam
Flamethrower/Sludge Wave
Ever since I saw Sheer Force on Nidoking I have been in a pseudo euphoric state. His generally respectable spatk now gets augumented with a very VERY nice ability, which puts his spatk power up to a really nice point since Nidoking has a movepool I am "almost" willing to compare to Mew with how many things he can learn to use. My attack toss up here is between flamethrower and sludge wave because though flame thrower gives better coverage, sludge wave gives you another stab+sheer force attack in addition to earth power. With his base 85 speed he also makes a great target, boosting up to base 170 speed making him outspeed a lot of major issues you will be running into. Sheer Force + Life Orb = 60% bonus, it is possible to take some risks and go with the 120 power 70 accuracy moves over their 95 power 100 accuracy counterparts for some heavy pounding but I prefer the reliability of the lower power attacks, with both sheer force and life orb they are all around 140-150 power anyway.
I appreciate any and all rates/fixes anyone is willing to give me, and I can take criticism so you don't need to be crazy polite. I just ask that you are not nasty about it or insulting... I've seen some pretty obscene verbal wars go on and I prefer to avoid them personally >_>