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Just a very quick rundown of the team. It is pretty much the same as my Gen IV sun team that I used in UU, however this is for RU/LU (depending on what server you are on) as I think it is more fun this generation. Basically Sawsbuck replaces Tangrowth as my physical sweeper, and Dusknoir replaces Spiritomb.

 

http://www.smogon.com/download/sprites/bw/189.png

Jumpluff (Bumblebee) (M) @ Heat Rock

Trait: Chlorophyll

EVs: 252 HP / 4 Def / 252 Spd

Jolly Nature (+Spd, -SAtk)

- Sunny Day

- Sleep Powder

- Encore

- U-turn

 

Jumpluff really is the Bumblebee of this team. Sleep Powder and Encore can be used to give the team safe switching opportunities, which are vital in the generally offensive metagames of Gen V. This is of particular importance, as using a fast U-turn (while providing switch initiative) often means the incoming Pokemon takes damage - this is not ideal when offensive Pokemon are carrying Life Orb and limits their sweeping potential. Not too many Pokemon threaten Jumpluff in a lead position, and hence I can usually get the ball rolling with this Pokemon.

 

http://www.smogon.com/download/sprites/bw/103.png

Exeggutor (McLaren) (M) @ Life Orb

Trait: Chlorophyll

EVs: 4 HP / 252 SAtk / 252 Spd

Timid Nature (+Spd, -Atk)

- SolarBeam

- Psychic

- Hidden Power [Fire]

- Sleep Powder

 

Exeggutor is a beast, plain and simple. Even running a timid over modest nature, the STAB attacks of this Pokemon hit like a truck. What I love about Exeggutor is that you do not need to worry about setting up. While Victreebel is a far more powerful sweeper after a Growth, it can be difficult obtaining said boost. I have named Exeggutor McLaren, as the McLaren F1 is to this day the fastest naturally aspirated car ever produced (Exeggutor is the most powerful, non-boosted Chlorophyll Pokemon).

 

http://www.smogon.com/download/sprites/bw/616.png

Sawsbuck (M) @ Life Orb

Trait: Chlorophyll

EVs: 80 HP / 252 Atk / 176 Spd

Adamant Nature (+Atk, -SAtk)

- Swords Dance / Megahorn (finding less and less need to get a boost, and this handles opposing grass-types)

- Double-Edge

- Horn Leech

- Nature Power

 

I have shared a love-hate relationship with this Pokemon since it was introduced, namely because I never knew how to use it properly. I used to run the more conservative Frustration over Double-Edge on this set, necessitating a Swords Dance to get sufficient power. However, I now play this Pokemon like sand users play Stoutland - bring it in and just start smashing things with Double-Edge. If I can secure a boost, it is often "good game" however imporoving team synergy means I do not have to fish for the boost so often. Another fun fact is that Nature Power is not an offensive move, and hence is not affected by Sucker Punch (suck on that, Bisharp!).

 

Thinking of going with Megahorn over Swords Dance, which allows me to 2HKO max defense Tangrowth with Stealth Rock on the field (+2 Double-Edge is still only a 2HKO, but with tons of recoil).

 

http://www.smogon.com/download/sprites/bw/244.png

Entei @ Heat Rock

Trait: Pressure

EVs: 252 SAtk / 252 Spd

Timid Nature (+Spd, -Atk)

- Sunny Day

- Calm Mind

- Fire Blast

- SolarBeam

 

I originally had Arcanine in this slot, as it can use Morning Sun for longetivity. Entei can be a wrecking ball in its own right however, and with the sun up and a Calm Mind or two, water-types fall easily. Even if Entei gets KO'd early, it will usually do so after providing 8 turns of sun, which is always welcome. This set also lures physical walls and makes them pay the price. I am considering making this a SubCM set without Sunny Day.

 

http://www.smogon.com/download/sprites/bw/377.png

Regirock @ Heat Rock

Trait: Clear Body

EVs: 252 HP / 4 Atk / 252 SDef

Careful Nature (+SDef, -SAtk)

- Stealth Rock

- Sunny Day

- Stone Edge

- Explosion

 

Regirock has three objectives: set up Stealth Rock, get the sun in play, and get KO'd. If I can get off an Explosion all the better, and people are often confused when I waste a perfectly good Regirock with a seemingly unnecessary Explosion. They soon realise that I have switched in a threat for free, allowing my sweepers to go to work. This is particularly useful when facing Substitute users, as I get a free shot on the exposed Pokemon.

 

http://www.smogon.com/download/sprites/bw/482.png

Dusknoir (M) @ Heat Rock

Trait: Pressure

EVs: 252 HP / 56 Atk / 116 Def / 84 Spd

Impish Nature (+Def, -SAtk)

- Sunny Day

- Will-O-Wisp

- Shadow Sneak

- Fire Punch

 

Basically another tank that can set up the sun and hider an opposing team. I ran Spiritomb in this spot in Gen IV, but now that Dusknoir is so low in the usage I am more happy to use it thanks to its better defenses and offensive stat/movepool. Like Regirock, the purpose of this Pokemon is to set up the sun and faint, while doing some damage along the way if possible.

Edited by Sandra Bullock
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  • 1 month later...
  • 4 weeks later...

They've released a couple more Dream World abilities, some of which are fucking badass. Here's my current UU team.

 

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/620.gif

 

Mienshao w/ Life Orb

Regenerator

Naive (-SpDef, +Spd)

252 Atk, 4 SpAtk, 252 Spd

 

Hi Jump Kick

Fake Out

Hidden Power (Ice)

U-Turn

 

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/080.gif

 

Slowbrow w/ Leftovers

Regenerator

Bold (-Atk, +Def)

248 HP, 244 Def, 16 SpAtk

 

Scald

Psyshock

Fire Blast

Slack Off

 

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/591.gif

 

Amoonguss w/ Black Sludge

Regenerator (new DW ability)

Bold (-Atk, +Def)

248 HP, 252 Def, 8 SpAtk

 

Giga Drain

Spore

Stun Spore

Clear Smog

 

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/468.gif

 

Togekiss w/ Leftovers

Serene Grace

Calm (-Atk, +SpDef)

248 HP, 56 Def, 204 SpDef

 

Heal Bell

Air Slash

Roost

Thunder Wave

 

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/464.gif

 

Rhyperior w/ Leftovers

Solid Rock

Adamant Nature (+Atk, -SpAtk)

208 HP, 252 Atk, 48 SpDef

 

Earthquake

Rock Blast

Stealth Rock

Megahorn

 

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/478.gif

 

Froslass w/ Leftovers

Cursed Body (new DW ability)

Timid (-Atk, +Spd)

248 HP, 84 Def, 176 Spd

 

Spikes

Ice Beam

Pain Split

Taunt

 

~

 

Also, a vid of my team in action.

 

Yes, Scrafty is now UU.

 

Amoonguss is a badass poke, with Regenerator it can really be bulky, threatening with dual stats (Spore/Stun Spore/Toxic, take your picks), it can handle most bulky waters, it destroys Quagsire, Swampbert, and Gastrodon. It also can debuff stat boosted pokes w/ Clear Smog, which also lets it kills some of the annoying grass types that would otherwise try to come in and annoy it to death, Whimsicott being a prime example.

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  • 1 month later...

I've been working on a new UU team around Rain Dance. I'm going to leave out 2 pokes, because they're just rounders and not all that good. But, the core of the team is as follows.

 

Ludicolo w/ Life Orb (Swift Swim)

Modest Nature

4 HP, 252 SpAtk, 252 Spd

 

Rain Dance, Hydro Pump, Giga Drain, Ice Beam

 

Kingdra w/ Life Orb (Swift Swim)

Modest Nature

4 HP, 252 SpAtk, 252Spd

 

Rain Dance, Hydro Pump, Draco Meteor, Ice Beam

 

^ Basically the core of the team is the combined offensive powerhouse of these two in rain. With double speed, and Rain buffing stabbed Hydro pumps (which gets turned up to 270 base damage) with Modest nature, 252 SpAtk EV's, and Life Orb; they can pretty much OHKO everything that isn't both bulky and resist that hit. I think the coverage is a little lack-luster so I'm going to play around with different move sets. I'm also thinking about swapping out Life Orb for something like Expert Belt, so I don't take extra damage, although it seems pretty worth it for this team setup.

 

Amoonguss w/ Damp Rock (Regenerator)

Bold Nature

252 HP, 252 Def, 4 SpDef

 

Rain Dance, Giga Drain, Spore, Clear Smog

 

^ This guy is my physical bulk, of which he's honestly pretty damn lackluster, since Victini and Darmantian are two of the most common physical threats in UU. But he's useful for stepping in on some things, but I'm thinking about swapping him out for something else. Regenerator is useful for letting Amoonguss come in and setup rain, I will give him that. But he can't make much use of it. Slowbro might be an option, but Amoonguss seems tougher than Slowbro (who is extremely common and well prepared for mostly).

 

Scrafty w/ Leftovers (Shed Skin)

Careful Nature

248 HP, 4 Atk, 238 SpDef, 4 Spd

 

Bulk Up, Crunch, Drain Punch, Rest

 

My standard Bulk/Rest Scrafty. Excellent at soaking alot of special damage, dealing with alot of threats in UU. And also totally laughs at status inflicting pokes. Once he gets some bulk ups on, he's pretty damn dangerous too. All round, a good guy.

 

~

 

Currently I have Zapdos as another setup poke for Rain and Thunder to try and deal with bulky waters. And Crustle to setup rocks as a suicide lead. Both of which are pretty lacking for this team.

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  • 8 months later...

 

Get predicted!

 

I'm going to start narrating if I find I have enough time to get back into this. Slapped together a Mortal Kombat themed team for shits and giggles, and it is the funnest team I have used in a long time. The guy I beat was ranked pretty well too.

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For a rotom that subs and painsplits wouldn't going non-lifeorb be possibly a good idea? You could give him the +20% electric or ghost item to buff t-bolts or shadowballs, and it would keep him from wasting away 10% of his life. I don't use many pain splits, so I really don't know; I do see how LO could synergize with it. Regular Rotom can't use evolite, right?

 

I'm also wondering if you'd make any suggestions for an OU Drizzletoed (choice scarf) + Jynx (sub/plot) team base. I used to use Gyarados+Conkledurr as a secondary combo, but I think Landorus-T and Gastrodon might combo better as they're good counters to sandstorm teams, Landorus can also threaten a great many dought team standards w/ just EQ. But now there's also Keldeo and Thundurus-T (who's Thunder will rip threw just about anyone in rain).

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  • 4 months later...

My new version of the Jynx team.

 

Politoed w/ Drizzle, Timid (might swap to Modest), Choice Scarf

8 HP, 248 SpAtk, 252 Spe

Hydro Pump

Hypnosis

Ice Beam

Psychic

 

Pretty good at being surprising since most Toeds are slow and defensive, STAB Hydro Pump in the rain reks a lot of things, even though there's so much that resists it.

 

Gyarados w/ Moxie, Jolly, Life Orb

8 HP, 248 Atk, 252 Spe

Waterfall

Bounce

Dragon Dance

Stone Edge

 

Might swap this up to a Moxie rest/talk set, but I dunno. I've been thinking about a monoset among other things. I could probably swap this out with like a Swampbert or something else.

 

Jynx aka Nicki Minaj w/ Dry Skin, Timid, Leftovers

8 HP, 248 SpAtk, 252 Spe

Ice Beam

Lovely Kiss

Nasty Plot

Substitute

 

Basically the ultimate Blissey counter, and the main poke of this team. If she gets setup, there's literally nothing that can survive the Ice Beams. It's also a great water absorbing and subbing up before status moves as it's usually faster than anything that carries status moves. But it's squishy and such, but lots of recovery is nice. It would be nice to have a spinner on this team though because stealth rocks hurt.

 

Jolteon w/ Volt Absorb, Timid, Choice Specs

4 Def, 252 SpAtk, 252 Spe

Thunder

Volt Switch

Hidden Power Ice

Signal Beam

 

Great poke with lots of potential. Thunder is an obvious pick over T-bolt because this is a rain team. Signal Beam is great, HP Ice is too.

 

Garchomp w/ Rough Skin, Jolly, Life Orb

8 HP, 248 Atk, 252 Spe

Outrage

Earthquake

Fire Blast

Stealth Rocks

 

I mostly have this as a poke to setup rocks, but Chomp is an all around boss as he resists a lot of what this team needs to resist. I'm likely going to switch him out or rebuild him in a more defensive roll, or just I dunno. I played a couple games and won, but he always got predicted and rekt by HP Ice.

 

Conkeldurr w/ Guts, Careful, Leftovers

120 HP, 252 Atk, 136 SpDef

Bulk Up

Drain Punch

Mach Punch

Ice Punch

 

I like this setup, but there's so many good Durr builds. I'm going to have to revisit this when I make further changes to this offensive Rain/Jynx team. But Ice Punch is a good pick because frankly anything you'd need Payback or Stone Edge for will kill you regardless. I'd rather have Ice Punch to deal with dragons and gliscor, plus it makes him a total cunt to deal with if they have a sandstorm team, because Bulk Up+Guts = rape.

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  • 2 weeks later...

Drive it like you stole it.

 

http://www.smogon.com/download/sprites/bw/57.pnghttp://www.smogon.com/download/sprites/bw/127.pnghttp://www.smogon.com/download/sprites/bw/114.pnghttp://www.smogon.com/download/sprites/bw/198.pnghttp://www.smogon.com/download/sprites/bw/565.pnghttp://www.smogon.com/download/sprites/bw/599.png

Introduction

 

I have a theory - the further down the tiers you play, the more fun you are likely to have. I discovered this in Generation IV when I started playing UU, and in hindsight, I wish I'd played a lot more NU back then too. This is the first time I have played/created a team in NU, and I have to say that this is what I would call an 'unlikely combination' had it not come about as a week or so of play testing and decent use. The original concept of the team was based around Specs Altaria, Gothorita trapping anything that stopped Altaria, and scarfed Pinsir. Well, three of the original six members of that team have survived, and the result has been fairly pleasing; and while neither Altaria nor Gothorita are anywhere to be seen, the concept of baiting and punishing opponent's Pokemon remains. Essentially, the team aims to set up entry hazards when possible, and use Primeape as an offensive pivot to allow either Pinsir or Tangela to go to work from their respective attacking (physical or special) spectrum.

 

At the time of posting, the team had made it to a rating in the 1800s on 'Pokemon Showdown!' It's not a top-ranking score by any means, but it is above average considering I don't tend to ladder that often. Overall I have been happy with this team.

 

Team Overview

 

 

“Anger is only one letter short of danger”

 

 

http://cdn.bulbagarden.net/upload/9/9a/057Primeape.png

 

Primeape@Choice Scarf

 

Trait: Vital Spirit

 

EVs: 252 Spd / 252 Atk / 4 HP

Jolly Nature

- Close Combat

- Ice Punch

- Stone Edge

- U-turn

 

 

Why Primeape?

Primape is seen on an abundance of teams and for good reason. Sporting base 95 speed and great coverage moves, along with the momentum-gathering U-Turn, Primape makes an excellent offensive pivot and revenge killer. Primape also lures out a lot of the Pokemon that allow Pinsir to scare out and set up a substitute, or allow Tangela to come in for the chance to fire off a powerful Leaf Storm attack.

 

Primary functions.

Build offensive momentum; revenge kill.

 

Moveset.

This is the straightforward Scarf set. Close Combat and U-Turn are the two most important moves for Primeape functionally, with Ice Punch and Stone Edge there for coverage against aerial Pokemon or those going by the name of Golurk, for example. Jolly has been chosen over adamant to get the most speed as possible out of Primeape, since hazard support is a factor in the team and the loss of power shouldn’t be too big of an issue as a result.

 

 

 

“Strength does not come from physical capacity. It comes from an indomitable will.”

 

http://cdn.bulbagarden.net/upload/thumb/7/71/127Pinsir.png/190px-127Pinsir.png

Pinsir @ Leftovers

Trait: Moxie

EVs: 252 Atk / 252 Spd / 4 HP

Jolly Nature

- Substitute

- Close Combat

- X-Scissor

- Stone Edge

 

Why Pinsir?

Pinsir, in the week or so that I have been playing NU, has become my favourite NU Pokemon. Scarf Pinsir is like the NU version of Heracross and is a very dangerous late-game threat. However, Pinsir misses out on the raw power of Heracross mainly because it lacks the STAB of Close Combat and only has X-Scissor rather than Megahorn as its main offensive move. That said, once the stagbeetle Pokemon gets the momentum rolling, it is very difficult to stop without casualty. Pinsir has been the MVP of many matches, and often finds an opportunity to build up Moxie momentum thanks to Primeape luring out Psychic-types. From behind a substitute Pinsir often has control of the situation.

 

Primary functions.

Remove obstacles for Primape; late game sweep.

 

Moveset.

Having used the Scarf set for a while I wanted to try something different and try to catch opponents off guard by running substitute. Substitute affords Pinsir some freedom in changing up moves, and can often allow it to take out its would-be checksl; substitute and leftovers also affords some more survivability and a shield against priority or status moves.

 

 

 

“Silence is the most powerful scream.”

 

http://cdn.bulbagarden.net/upload/thumb/3/3e/114Tangela.png/200px-114Tangela.png

Tangela @ Choice Specs

Trait: Regenerator

EVs: 252 SAtk / 252 HP

Modest Nature

- Leaf Storm

- Hidden Power [ice]

- Sleep Powder

- AncientPower

 

Why Tangela?

Tangela’s inclusion in the team was a case of “Well, why not?” Outside of physically bulky psychic-types, one of the best physical walls in the tier as Alomomola, who has no place staying in on Tangela at all. I had been playing around with Specs Altaria early on in my NU initiation, and while dropping Draco Meteor on teams is somewhat satisfying, it really didn’t hit as hard as I’d liked. So I decided that I wanted to dedicate a slot on the team to a powerful Specs user who could utilise a STAB base 140 move – and Tangela just seemed to fit. While there are some very powerful Pokemon who fit this criteria (I’m looking at you, fire-types) overall I didn’t see them fitting in. Furthermore, Regenerator is a fantastic ability for a hit-and-run Pokemon like this, especially when I have no real way of preventing/removing entry hazards from the field. The fact that Tangela can tank an impressive level of physical abuse and retaliate is desirable

 

Primary functions.

Punch holes in opposing teams.

 

Moveset.

Tangela’s moveset is pretty straightforward: Choice Specs and Leaf Storm are to inflict massive amounts of damage on anything on the other side of the field, while Sleep Powder can be used to incapacitate a slower or switching Pokemon that thinks it can take said Leaf Storm. Hidden Power Ice and AncientPower are options for coverage, when and where necessary.

 

Alternatives.

Smogon suggests an Evilote set for an offensive Tangela, which I may try out as the ability to switch up moves (particularly when status powders are options). Whether or not the loss in power defeats the purpose remains to be seen. I am also curious to try a set with Leaf Storm / HP Ice / Sleep Powdwer / Power Swap as the loss of coverage isn't much of an issue, and hitting Power Swap on a switch is a novel way of making up for Tangela's poor special defense after a -2 drop from Leaf Storm. Gimmicky, but interesting.

 

 

 

“In their vanity men focus on what they wish to hear and miss the hidden meaning, the lurking threat.”

 

http://cdn.bulbagarden.net/upload/thumb/3/33/198Murkrow.png/170px-198Murkrow.png

 

Murkrow @ Eviolite

Trait: Prankster

EVs: 248 HP / 252 Def / 8 SDef

Bold Nature

- Perish Song / Haze

- Mean Look / Taunt

- Roost

- Substitute

 

Why Murkrow?

To be honest, I am not entirely sure why I added Murkrow to the team. I think at the time Misdreavus was something that stuck out as a problem for both Primeape and Pinsir, and thought I could use the likes of Misdreavus as setup fodder for the Calm Mind set. However as time went on Murkrow’s usefulness didn’t seem to be as apparent as the rest of the team members. In fact, Murkrow has never racked up a KO of its own outside of sub-stalling a Dragonair into Outrage confusion hax! Yet, Murkrow still felt like in integral part of the team. With a lack of offensive priority on the team, Murkrow seems to be the only Pokemon who can stand up to any great speedsters. While Murkrow rarely sees it to the end of a battle, it's efforts are always of great value.

 

Primary Functions.

Threat neutraliser, fodder

 

Move set.

As mentioned above, Murkrow originally ran the Calm Mind set that is posted on Smogon, however there were few opportunities where I could actually set up with it, resulting in a total of 0 KOs. Instead then, Murkrow’s move set is the last line of defense against powerful sweepers such as Dragonair and Gorebyss, or anything that risks outspeeding my team and tearing it to shreds. The standard set can trap an opposing Pokemon and hopefully outlast them while the Perish Song counts down, or can simply put a timer on a Pokemon to minimise the damage they do to the team. Alternatively, Murkrow can function to simply neuter a setup sweeper and prevent them from powering up again.

 

Alternatives.

As Murkrow functions as a last-ditch response to fatal threats, Ditto may actually be a viable option for this position. Ditto definitely makes any opponent wary about setting up, particularly when their Pokemon carries the tools necessary to take itself out.

 

 

 

“Nothing can have value without being an object of utility.”

 

http://cdn.bulbagarden.net/upload/thumb/3/35/537Seismitoad.png/200px-537Seismitoad.png

 

Seismitoad @ Leftovers

Trait: Water Absorb

EVs: 252 Def / 200 HP / 56 SDef

Relaxed Nature

- Stealth Rock

- Scald

- Earthquake

- Knock Off

 

Why Seismitoad?

Seismitoad is simply a solid Pokemon with a good balance of stats that allow it to tank a hit or two while it goes about its assigned duties. Stealth Rock is the quintessential environmental status which holds any Pokemon that can learn the move in good stead. Add to this that Seismitoad has STAB moves that greatly compliment each other, and you have a very sturdy and useful Pokemon. Water Absorb is another bonus, allowing me to sponge hits from those would-be Scald abusers. All-in-all I needed a balanced Pokemon to fill a support role, tried Seismitoad, and haven't been let down.

 

Primary functions.

Tank, Stealth Rock, inhibit and weaken teams.

 

Move set.

Stealth Rock is self-explanatory; Scald and Earthquake offer great coverage on both sides of the attacking spectrum, especially useful against the common rock and steel types who lead and tank hits for a lot of teams. Knock Off is a very useful move for just inhibiting opposing Pokemon in general, but has increased value in NU where a lot of Eviolite Pokemon reside. Knocking off an opposing Pokemon's Eviolite or choice item can leave them incredibly exposed if not useless, putting my team at a great advantage.

 

 

 

“An eye for an eye only makes the whole world blind.”

 

http://cdn.bulbagarden.net/upload/thumb/c/c4/569Garbodor.png/220px-569Garbodor.png

 

Garbodor @ Rocky Helmet

Trait: Aftermath

EVs: 240 HP / 252 Def / 16 Spd

Bold Nature

- Spikes

- Gunk Shot

- Pain Split

- Rock Blast / Toxic Spikes

 

Why Garbodor?

There are many reasons for trying and liking Garbodor enough to keep it around. Firstly, it can lay spikes on the field to compliment the offensive Pokemon on the team. Second, Garbodor's poison typing allows it to absorb Toxic Spikes, which is about the only entry hazard that the team is particularly weak to. Finally, Garbodor can tank hits from the common fighting types, Primeape and Sawk, as well as punish any physical attacker (with contact moves) as a useful fodder. Therefore, Pokemon such as Primeape and Kanghaskan cannot come in and attempt to get free damage off without receiving significant damage in return.

 

Primary functions.

Tank, hazard support, residual damage.

 

Move set.

Spikes speak for themselves. Gunk Shot, although suffering shaky accuracy, is a powerful move and gives Garbodor some offensive capability. Pain Split can be useful for gaining back some lost HP and prolonging the tanking ability of the Pokemon, which affords more opportunity to inflict Rocky Helmet damage. Finally, Rock Blast is useful against substitute users, however it's low power and lack of STAB make it very underpowered and fails to do the job against the likes of Sub/Bulk Up Braviary, for example. That said, Toxic Spikes is probably the better option. I tend not to run teams with Toxic Spikes due to the number of poison-types getting around in the tier, but they would be useful if the opponent has no such type on their team, and Rock Blast is close to filler anyway.

 

Closing Comments

 

If there is one thing I will point out, it is that while this team does have a lot of entry hazard focus, there is no spin blocker. Granted this may seem like a waste, the reality is that if I encounter a spinner on the opposing team, I won't bother setting the hazards up until that Pokemon has been taken out. That said, common spinners in the tier are not very threatening to the team, and in fact often serve as a good opportunity to freely switch in Tangela to smack something with a specs Leaf Storm, or Pinsir to set up a sub and start going to town.

Edited by Vivirtruvian
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Mega evolutions look horrible. From a pure aesthetic perspective, I don't want to play this game. Every generation feels less and less like Pokemon haha.

 

But this is the only competitive game I have ever gotten in to - so I will.

 

I've played doubles no more than 10 times I'd say. I should play more.

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You know what my favourite Mega Evolution is? MegaKabuterimon.

 

But in all seriousness, the Mega Evolution's feel extremely gimmicky. Some of the ones they've released are just like "Why would you give this one a Mega?"

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idk i stopped playing online years ago so I'm probably coming from a diff place on it but it doesn't really bother me. It might be a gimmick but some of them look pretty cool to me. From the ones I saw anyways. The um ampharos mega in particular looks cool, and electric/dragon sounds cool to me too.

 

that being said i probably won't buy this so yeah

 

my favorite mega is MetalSeadramon RIVER OF POWER

 

if i were to play this again it'd only be on 3DS so basically keanu and jose I'd be playing u guys again (I think I played u guys before?)

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Doubles is apparently the primary battle format used by GF now. I really liked it when I played it.

 

I thought the lineup of new Pokemon looked great early on, and then once they started revealing Megas and final evolutions, everything started taking a nosedive. They've said the main reason Pokemon are picked to get a Mega is popularity, but that doesn't explain something like Kangaskhan.

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DID YOU GET TO SEE THE UM STARTERS AND THEIR FINAL FORMS? I DIG THEM. THEY LOOKS PRETTY COOL IMO. I'M EXPECTING U TO KEEP ME UP ON GAME ABOUT THE ONES THAT LOOK ILL, AND LIKE THE SLICK NEW WATER, DARK, FIGHTING, AND FIRE DOODS.

 

I WANNA SAY THOSE WERE THE KINDS I LIKE MOST? I FORGET...ACTUALLY DARK COULD PROLLY GET KNOCKED OFF THAT LIST AND DRAGON INSTEAD IDK?

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