Hihi everyone! Im here today to ask for advice on a singles team I - TopicsExpress



          

Hihi everyone! Im here today to ask for advice on a singles team I have. I havent played singles since pokebank, and Im sure this team is really outdated and stuff, so Id like to ask everyone for advice for how to make it better! Tyranitar @ Tyranitarite Ability: Sand Stream EVs: 252 HP / 148 SpA / 72 SpD / 36 Spe Sassy Nature - Crunch - Stealth Rock - Ice Beam - Fire Blast This is a special attacking Mega-Tyranitar thats meant to set up Stealth Rock and take out things that try to set up on it. Ice Beam after sandstorm/stealth rock damage nails Dragonite with or without Weakness Policy, Fire Blast can severely damage Forretress/Skarmory/Scizor, and the 36 speed EVs is to outspeed non-Mega 4 Speed Scizor after Mega Evolution to OHKO it before it can U-turn on me. I like Tyranitar because Sandstorm allows you to learn a lot of things about your opponents- like their speeds, their items (if they have leftovers/black sludge or not) and because it breaks sashes and the likes. Also with the sandstorm boost to rock types special defense, MegaTar can sponge up special attacks all day and retaliate with a powerful Crunch (even uninvested, it deals a lot of damaage). Azumarill @ Choice Band Ability: Huge Power EVs: 252 HP / 252 Atk / 4 Spe Adamant Nature - Aqua Jet - Waterfall - Superpower - Play Rough Im not sure whether Choice Band Azumarill is still being used, but I always liked it over the Belly Drum set for the immediate power it has and the fact that it can switch out without having to worry about loosing its power. Aqua Jet is for priority kills, Waterfall for natural STAB, superpower to get through steels/darks, and Play Rough for everything else. Rotom-Wash @ Leftovers Ability: Levitate EVs: 252 HP / 248 SpA / 8 Spe Modest Nature - Thunderbolt - Will-O-Wisp - Hydro Pump - Volt Switch This is my old early B/W Rotom-W set. It used to work in tandem with Scizor for Volt-turn, but now it acts as a scout and generally a bulky pivot. I really like Rotom-Ws typing because it allows it to switch into ground attacks easily and take them out before they trouble the rest of my team, and because it survives so many attacks at 252 HP, Will-o-Wisp can be used to spread status on my opponents team. Volt Switch is to enable Rotom-W to escape from a predicted switch/attack, and Hydro Pump/Tbolt is for STAB. Talonflame @ Sky Plate Ability: Gale Wings EVs: 4 HP / 252 Atk / 252 Spe Adamant Nature - Brave Bird - Roost - Swords Dance - Flare Blitz The main sweeper of the team. Talonflame is amazing because of the Gale Wings priority boost, meaning that at +1 and assuming rock types are out of the picture and the opposing team is weakened, it can totally sweep games. Even towards the end of the game, without a +1 boost, its totally capable of late-game cleanup alongside Azumarill. Roost also gives me more options to play with, like if I switch into something Talonflame threatens even with Stealth Rock damage, I can Roost it off and switch Talonflame out to maintain its presence on the battlefield. Gourgeist-Super @ Leftovers Ability: Frisk EVs: 252 HP / 4 Def / 252 SpD Sassy Nature - Leech Seed - Will-O-Wisp - Shadow Sneak - Seed Bomb Gourgeist is this teams wall. Sharing Will-O-Wisp with Rotom-W, it nerfs physical attackers, and with Leech Seed, it can stall out opponents or sap away their health. Aided by Sand Storm and Stealth Rocks from Tyranitar, this chip damage whittles away at the opponents health until theyre within KO range from Azumarill/Talonflame. Even in a situation where Gourgeist is about to die and there is no way I can keep it alive, Shadow Sneak still allows it to get in one attack before it dies. Seed Bomb is obligatory STAB to take out opposing water types. Sassy max Special Defense is to bulk up Gourgeists weaker defenses to allow it somewhat equal defenses on both ends. Excadrill @ Leftovers Ability: Mold Breaker EVs: 172 HP / 80 Atk / 252 SpD / 4 Spe Adamant Nature - Rapid Spin - Earthquake - Rock Slide - Swords Dance Excadrill is the teams rapid spinner. During the pre-pokebank era, it was specially defensive to be able to sponge non-STAB super effective attacks and rapid spin. With Mold Breaker, it can take out a lot of things that normally threaten it (like Rotom-W) or stop it from spinning (Gengar). Swords Dance allows it to also be the secondary option for setting up a sweep, thereby giving me another win condition to play to. Any advice will be appreciated!
Posted on: Sun, 27 Jul 2014 07:22:08 +0000

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