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"First" Little Cup Team
Topic Started: Aug 19 2008, 10:38 AM (936 Views)
Beej
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I'd call this my first team, but it's been edited so much it's practically a different team at this point. It's Trick Room and I've seen very mixed results from it, but I've decided to post it because I don't know much and I'm sure it'll be improved vastly this way.

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At a glance:

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The team (edits will be italicized):

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Shuppet @ Focus Sash
Ability: Insomnia
EVs: 196 HP/36 Def/176 SAtk/36 SDef
IVs: 0 Speed
Quiet nature (+SAtk, -Spd)
- Trick Room
- Destiny Bond
- Shadow Ball
- Thunderbolt

Des: From what I know, this is pretty standard. Shuppet's guarateed to set up TR with Focus Sash, and if the opponent chooses to continue attacking, they can get dragged down by Destiny Bond. Thunderbolt is for Murkrow if it tries to taunt me. Shadow Ball is for other ghosts. Considering that Destiny Bond is often expected on a TR Shuppet like this, it can be used not just as a suicide lead but also a bit of a sweeper, being sent out later on Bronzor's Trick Rooms to kill ghosts and fliers.


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Murkrow @ Life Orb
Ability: Insomnia
EVs: 240 Atk/188 Spd/80 SAtk
Naive nature (+Spd, -SDef)
- Hidden Power [Ice]
- Dark Pulse
- Pluck
- Sucker Punch

Des: A fast pokemon I can switch to, so I'm not screwed without Trick Room on my side. I used to have Drill Peck, but it was brought to my attentiont that Pluck basically does the same thing, and I can get a free berry heal out of it. Dark Pulse is an all-around good STAB move that hits hard, Sucker Punch hits things like Scarf Gastly and Abra before they get a chance to respond. Hidden Power Ice is a bit of a surprise for any Gliscor that tries to stop me with Stone Edge. Fixed the EVs so that Attack is maxed out.


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Croagunk @ Choice Band
Ability: Dry Skin
EVs: 52 HP/192 Atk/40 Def/188 SAtk/36 SDef
IVs: 0 Speed
Brave nature (+Atk, -Spd)
- Cross Chop
- Hidden Power [Ice]
- Vacuum Wave
- Earthquake


Des: This was a Mankey originally, but I was told in this thread that it was probably best to have more than just two sweepers that benefit from Trick Room, and I had a few Croagunk problems, so this came to mind. Mankey was Scarfed, so I figured I'd slap a band on this. I made it mixed, however Cross Chop stings on most, HP Ice gets Gligar (although I may be getting a bit paranoid about the damn thing), Vacuum Wave is for priority when Trick Room goes away. Earthquake was suggested for taking out other Croagunks who wouldn't expect it.


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Bellsprout @ Life Orb
Ability: Chlorophyll
EVs: 196 HP/76 Def/196 SAtk/40 SDef
IVs: 3 Speed (Same Speed as with a 0 IV, but this way I get HP Ice 70)
Quiet nature (+SAtk, -Spd)
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Hidden Power [Ice]

Des: Yeah I know Bellsprout sucks and is UU etc., and in fact I'm willing to bet there's something perfect that would fit in here. But until this is confirmed, Bellsprout seems to just slip right in here like a key in a lock. It resists Fighting, Water and Electric, it hits Chinchou SE, the only problem it really has that's a major issue for me is that it has trouble with ghosts. Under Trick Room this operates REALLY nicely, killing things with Energy Ball/Sludge Bomb/HP Ice, and if I encounter something I can't kill easily I'll just sleep it and switch to Munchlax or Shuppet.


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Munchlax @ Oran Berry
Ability: Thick Fat
EVs: 156 HP/76 Atk/36 Def/236 SDef
IVs: 0 Speed
Brave nature (+Atk, -Spd)
- Return
- Earthquake
- Pursuit
- Fire Blast

Des: A pure attacking Munchlax with mainly defensive EVs, allowing it to take hits like a champ while dishing them out. This is one of my two main offensive threats under TR. Pretty self explanatory. Return severely damages most, while Earthquake is mainly reserved for Chinchou and Rock-types. Pursuit is obviously for Gastly, who is immune to both Earthquake and Return, but who is usually walled cold by Munchlax. The last move would either be Surf or Fire Blast, and since Bellsprout and Murkrow already cover the Ground and Rock-types quite well, I figured that Fire Blast was the way to go. This allows me to reliably stop Bronzors that set up on me. Notably while most Fighting-types will end up getting outsped and plowed down by this Munchlax during TR, they are definitely not something it should be switching into from Bronzor, therefore Bellsprout compliments this quite well. Similarly, Lax can eat the Fire being thrown at Bronzor.


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Bronzor @ Oran Berry
Ability: Levitate
EVs: 220 HP/72 Atk/148 Def/68 SDef
IVs: 0 Speed
Relaxed nature (+Def, -Spd)
- Gyro Ball
- Trick Room
- Earthquake
- Reflect

Des: This is the late-game bulkier Trick Room setter-upper. Its biggest problem is that it really isn't threatening jack, but it's very reliable so that's probably good enough. What usually goes down is on the turn I use Trick Room, something threatening to Bronzor will be sent in, namely a powerful Fighting-type like Machop or Mankey, or a Fire-type like Ponyta or Magby. Depending on the threat, I'll switch to either Bellsprout or Munchlax to absorb whatever hit is coming and hopefully start sweeping. A lot of people have SR on this set, but it never seems very useful for me. Depending on the situation, I can have time to fire off a Reflect as something powerful that would ordinarily murder Bronzor switches in. If that helps Bronzor live another day to bring back TR when needed, or if it helps Munchlax/Bellsprout keep on fighting without getting destroyed, awesome. Gyro Ball is pretty much obvious, and Earthquake is there with the hope that maybe I can end up killing an Elekid or Magby that might ordinarily cause problems.

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RIP:

Quote:
 

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Mankey @ Choice Scarf
Ability: Vital Spirit
EVs: 36 HP/200 Atk/240 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Ice Punch
- U-turn
- Fire Punch


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So that's my team. Any help would be appreciated greatly, as I'm not unbelievably confident in this team.
Edited by Beej, Aug 22 2008, 03:06 AM.
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Dixie
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Back. Will see in the next week or so how much I can contribute.

I'd max out Murkrow's Atk so you can hit powerfully with Sucker Punch in a pinch. With Life Orb, Pluck> Drill Peck mostly.

I don't see what the point of Trick Room is on your team; only Munchlax and Bellsprout benefit, and Munchlax doesnt even have Life Orb to help it sweep somewhat. If you are adamant on using Trick Room, I'd replace Mankey with something like Trapinch, SNover, Kabuto or Krabby that can really take advantage of it, the first 3 pokemon have strong priority moves which can take over revenge killing duties from Mankey ( Close Combat is illegal with elemental punches btw) when used with Mukrow.

If you decide to ditch TR, I'd just ditch Bellsprout and Shuppet and run pokemon like Gastly or Dratini etc that can pose a threat regardless of TR.
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Jonny Evans - Legend.
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Beej
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I'll fix Murkrow.

Yeah I understand what you mean, I was a little worried about that when I put on Mankey (didn't know about the legality issues). But I really don't know what I could use to replace it. Snover doesn't give me much variety with Bellsprout, and it's weak to Fighting. Kabuto would be great, but I fear getting murdered by Croagunk. In fact the same goes for Krabby. I was considering Koffing?
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Dixie
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Back. Will see in the next week or so how much I can contribute.

I think Koffing is OHKOed by NPed Dark Pulse.

You could use a Croagunk of your own, and slap Earthquake on it for other Croagunks, and you can keep priority on it.
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Jonny Evans - Legend.
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Acredula
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Yeah, even Max Sp. Def Koffing is KO'd by NP Dark Pulse...I think.

Earthquake is good on Croagunk. No one ever sees it, and it makes your 'Gunk the best switch in to other 'Gunks.
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Beej
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I made some changes. Thanks for the help.
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