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Rate my modded Team; Cookies for useful suggestions
Topic Started: Feb 28 2008, 01:27 AM (152 Views)
Captain
Newbie
[ * ]
It's been forever since I used an RMT. I hope this doesn't totally suck.

Lucario (M) @ Choice Band
Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Focus Punch
- Crunch
- Stone Edge

I should probably use riolu but I was too uncreative when I made this. Close Combat can deal a lot of damage quickly, Focus Punch on a predicted switch or stall mode (which it erases if used successfully). However, a smart player would just use stall mode on a flying or ghost type. DARN YOU PLUS! Crunch should SE a lot of things the STAB moves don't and uh, I need stone edge cause nothing else SEs flyers.

Skarmory (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Counter
- Roost
- Whirlwind
- Meteor Mash

Skarmory is amazing, as it rarely gets 2HKO'd by any physical hit, it can even take a few special hits too, and then counter them all back (assuming the opponent is faster which it often is). I guess the rest of this set is pretty self-explanatory. Also, steel is a more reliable type than flying I guess. Wait, I should get a speed lowering nature, doh.

Cacturne (M) @ Life Orb
Ability: Sand Veil
EVs: 252 Atk/4 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Dark Pulse
- Toxic
- Energy Ball
- Cross Chop

Cacturne deals nice damage and is sorta good at getting past some walls or at least that's what it's supposed to do. Dark Pulse and Energy Ball are excellent and unresisted together. The combination also SEs All the types that resist Outrage. Cross Chop was supposed to kill Blissey and similiar walls weak to fighting. (fun fact: it OHKOs PZ) Toxic annoys everything to death that relies on a move other than rest to recover which tends to be a lot of walls (and it has more PP than heal bell). It of course, can actually make stall mode work toward Cacturne's interest. Also, if you haven't figured it out yet, Cacturne's speed is total rubbish, imo.

Garchomp (M) @ Life Orb
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Outrage
- Earthquake
- Fire Fang

SD + Outrage can deal damage crazily on sweeper after sweeper (and some of the weaker tanks.) EQ and Fire Fang work decently, if they're needed, until it's time to Outrage.

Diglett (M) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Earthquake
- Double-edge
- Aerial Ace

Diglett cuz it be diggin'! :P, Anyway it finishes off junk and is particularly effective at getting revenge kills on those darn sweepers who think they can sweep me sort of easily. Actually, sometimes this can actually switch into a boosted attack and not even get close to being KO'd. Reminder: DE is useful because it can easily KO sweepers who are flying, waterfall, or grass type. Hmm...I guess that leaves aerial ace for the bugs, oh well, a lot of the sweepers that are troublesome to this team are easily KO'd by DE.

Shuckle (M) @ Leftovers
Ability: Gluttony
EVs: 252 HP/252 SAtk/4 SDef
Modest nature (+SAtk, -Atk)
- Pain Split
- Signal Beam
- Calm Mind
- Crystal Burst

Raters must join shuckle in it's quest or else they will DIE /stupid quote. Shuckle can take at least a few neutral hits from either side of the offensive spectrum without boosting it's defenses. Skarm can take any physical hit shuckle can't and shuckle supports skarm by sporting Calm Mind and by being immune to fire (why can't you be immune to electric and dark?). Shuckle's pain split can continuously annoy the opposing team and goes a long way toward the bug rock thing sticking around. Lastly, it puts down Bug type SR, which oddly isn't totally useless.

This team has a terrible, terrible weakness to toxic spikes...ugh and it obviously doesn't have anything to take status or heal bell/aromatherapy -.- . Ok, now who wants a cookie?
Edited by Captain, Mar 1 2008, 01:55 PM.
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neonyoshiegg1408
Newbie
[ * ]
pretty good captain

lucario:pretty good,I guess there are better leads,but he'll murder anything he outspeeds

skarm:change counter for spikes/SR,whirlwind doesn't do much except force a switch without it

cacturne:nice(fun fact,modest severly weakens chop,switch to rash/mild)

duglett:no changes

shuckle:again,no change

chomp:pretty good,if you like SD chgomp
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Captain
Newbie
[ * ]
Skarm already has Bug-type SR to work with and according to my extremely vague memory I did have a draft of this team that didn't have whirlwind on skarm and that didn't seem to work out so well. I'd also like to remind everyone that counter works on both special attacks and attacks at my server.
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