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So, I've been anticipating HG&SS for a long time now and in the hype I've consulted with my friend who plays a lot of shoddy battle. On the 14th they'll announce official tournaments and I'm actually EVing and breeding for that as we speak.

 

In other words, pokemon general. Anyone have any neat stories, teams, ect on the topic? Gyrados is so under rated.

Edited by Niji
Poll removed.
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What are you talking about? Gyrados has been an OU staple for practically every generation. Offensive DD-dos is on practically every other team on shoddy. Rest-talkers are common too.

 

The Reservoir Dogs

 

http://i210.photobucket.com/albums/bb187/Minirizzle/ShinyMetagross.png

Mr. Grey (Metagross) @ Occa Berry

Ability: Clear Body

EVs: 252 HP/228 Atk/12 Def/16 Spd

Adamant nature (+Atk, -SAtk)

- Bullet Punch

- Explosion

- Stealth Rock

- Earthquake

---

 

http://i142.photobucket.com/albums/r81/jmodum90/094.png

Mr. Pink (Gengar) (M) @ Life Orb

Ability: Levitate

EVs: 4 Def/252 Spd/252 SAtk

Hasty nature (+Speed, -Def)

- Shadow Ball

- Thunderbolt

- Focus Blast

- Explosion

---

 

 

http://i142.photobucket.com/albums/r81/jmodum90/479_rotom_heat_1_m.png

Mr. Orange (Rotom-h) @ Leftovers

Ability: Levitate

EVs: 252 HP/168 Def/88 Spd

Bold nature (+Def, -Atk)

- Overheat

- Shadow Ball

- Will-o-wisp

- Discharge

---

 

http://i142.photobucket.com/albums/r81/jmodum90/448.png

Mr. Blue (Lucario) (M) @ Life Orb

Ability: Inner Focus

EVs: 252 Atk/4 Def/252 Spd

Adamant nature (+Atk, -SAtk)

- Close Combat

- Extremespeed

- Swords Dance

- Bullet Punch

---

 

http://i142.photobucket.com/albums/r81/jmodum90/starmie.png

Starmie @ Leftovers

Ability: Natural Cure

EVs: 4 HP/252 Spd/252 SAtk

Timid nature (+Spd, -Atk)

- Thunderbolt

- Surf

- Recover

- Ice Beam

---

 

http://i142.photobucket.com/albums/r81/jmodum90/149.png

Mr. Green (Dragonite) (M) @ Life Orb

Ability: Inner Focus

EVs: 112 Atk/200 Spd/196 SAtk

Rash nature (+SAtk, -SDef)

- Superpower

- Draco Meteor

- Flamethrower

- Roost

---

 

Gross sets up rock and is EV'd to handle most of the common leads. With the berry, it survives apes and heatrans to counter with EQ and the speed EVs are there to outspeed other Gross leads.

 

Almost the standard Gengar set. Hasty over timid nature so explosion doesn't get an unnecessary nerf. Focus blast for T-tar and normals that don't switch out.

 

Rotom's another standard. Hits steels hard and scares away water types that hit most of the team for neutral damage. Will-o-wisp nullifies offensive pokes and adds the damage up.

 

Lucario bristles with offense. Takes down Curselax (provided he hasn't cursed himself into invulnerabilty) and other walls with Dragonite's help.

 

Starmie fucks shit up. Outspeeds just about every piece of shit it comes across and boltbeam with surf gives it excellent type coverage, allowing it to come in and revenge kill.

 

Dragonite's the other side of Lucario's offense. He hits steels and dragons harder and can stay in the game longer with roost. The 4x weakness to ice is not so nice though but it's the only 4x weakness on the team.

 

All in all, the team has a lot of resistances with several types having no effect at all on certain pokes and the ones that can deal super-effective damages all have counters.

 

Alcohol

 

http://i142.photobucket.com/albums/r81/jmodum90/bronzong.png

Mojito (Bronzong) @ Leftovers

Ability: Levitate

EVs: 252 HP/86 Atk/80 Def/92 SDef

Sassy nature (+SDef, -Spd)

- Gyro Ball

- Stealth Rock

- Hypnosis

- Earthquake

---

 

http://i142.photobucket.com/albums/r81/jmodum90/scizor-f.png

Michelob (Scizor) (M) @ Life Orb

Ability: Technician

EVs: 32 HP/252 Atk/224 Spd

Adamant nature (+Atk, -SAtk)

- Roost

- Bullet Punch

- Swords Dance

- Superpower

---

 

http://i142.photobucket.com/albums/r81/jmodum90/zapdos.png

Heineken (Zapdos) @ Leftovers

Ability: Pressure

EVs: 252 HP/220 Def/36 Spd

Bold nature (+Def, -Atk)

- Roost

- Thunderbolt

- Heat Wave

- Hidden Power [Grass]

---

 

http://i142.photobucket.com/albums/r81/jmodum90/snorlax.png

Forty Creek (Snorlax) (M) @ Leftovers

Ability: Immunity

EVs: 168 HP/120 Def/220 SDef

Adamant nature (+Atk, -SAtk)

- Curse

- Return

- Rest

- Earthquake

---

 

http://i142.photobucket.com/albums/r81/jmodum90/gyarados-m.png

Red Stripe (Gyarados) (M) @ Leftovers

Ability: Intimidate

EVs: 4 HP/252 Atk/252 Spd

Jolly nature (+Spd, -SAtk)

- Dragon Dance

- Waterfall

- Ice Fang

- Earthquake

---

 

http://i142.photobucket.com/albums/r81/jmodum90/dpmfsa482.png

Jack Daniels (Azelf) @ Life Orb

Ability: Levitate

EVs: 36 HP/220 Spd/252 SAtk

Naive nature (+Spd, -SDef)

- Nasty Plot

- Psychic

- Flamethrower

- Explosion

---

 

Zong lead. No thought required! Set up SR, hypnotize shit if you want, whack shit with Gyro Ball, eat their butt with EQ. Hypnosis can be traded out for explosion if you really want to mess with people.

 

Scizor! Revenge-killer extraordinaire! If they're stupid enough to let you SD then he'll sweep. Roost lets him make up for Life Orb damage and Superpower destroys Curselax.

 

Defensive Zapdos to stall people out. HP grass to BTHO Swampert. Pert's not going to be doing much damage when he takes a 4x move. Heat wave is for Scizor/other steels.

 

Curselax! If you're opponent's stupid, bring him out and Curse yourself until you're invincible then blast out Returns! If you get low on HP, go to sleep!

 

Offensive Gyrados! Arguably one of the best late-game sweepers in OU. I'd choose Life Orb if I didn't already Life Orb Scizor and Azelf. Just don't need that much residual damage on a team! Waterfall for physical STAB, Ice Fang for flyers like Zapdos, and EQ for other stuff.

 

Boy howdy, do I love this Azelf. OU usually prepares for physical sweepers so a special sweeper like Azelf is great for those that don't prepare for it. With an NP under your belt you can take out Blissey no problem. Plus, explosion!

Edited by Amanda Bynes
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I loved pokemon for a long time, It got gay for me after gold and silver though. I still take a poke at my blue version though.

 

 

I've always ran Pikachu/Rychu, Gyarados, Pigeot, and Squirtle/wartortal/blastoise. For gold and silver though, it was totodile.

 

I don't remember the rest.

 

Now I mostly stick to killing people in video games. Animal abuse isn't cool.

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I was just waiting for someone to open this bad boy up. This is my favourite team, although it is very outdated as the UU metagame is constantly rocked by things dropping down a tier.

 

Sunny Day

http://i107.photobucket.com/albums/m291/VivirtruvianX/Line2.png

By End Fashion, October 2009

 

I. Introduction

http://i107.photobucket.com/albums/m291/VivirtruvianX/Line4.png

One day, I decided to make a weather team. It was a Rain Dance team, and it worked well. Along my way, I encountered two other excellent teams that employed hail and sand. This was very interesting to me, but I preferred my offensively based rain team. Then, somehow, I stumbled across another weather move called Sunny Day. This move intrigued me as I had not seen it in battle, and I knew that for every weather move, there was a set of Pokemon who functioned most efficiently when it was in play. Immediately, I became curious about the sunshine. I was soon to realise, however, that the sunshine Pokemon did not function in the same way as the rain Pokemon, who appeared much more powerful in their drizzly conditions. At this point, I did not know what direction I needed to take to make the team better. Did I need to rely on sweepers or draw from some stall principles first? Am I relying on power or status? Not knowing the sunshine's niche made me sad, but I endeavored to assemble a team that would at least be mildly competitive. Finally, after much deliberation, I formed a team that sometimes allowed me to control the pace of games much like I had with my rain team. This made me very happy. So happy, in fact, that I would like to share it with you so you may tell me very bad things about it in the hopes of making it better.

 

This team was the product of rigorous testing on the Smogon Shoddy ladder. As such, it is highly moulded around the metagame of October, before the changes to BL saw Raikou and co. drop back to UU. The team has scored a number of pleasing wins against some of the top ranked players on the Smogon server, beating top 50 and even some top 15 teams. The team aims to correct the mistakes of a lot of Sunny Day teams which I have seen and personally built in the past. For starters, this team does not make the mistake of being hyper offensive and having a team loaded with Chlorophyll Pokemon. It is about having the sweepers, but also having their necessary supports. The second common mistake tends to occur on the defensive, where a lot of players often use general or common walls to patch their defenses, rather than looking at specific threats and holes in the team itself. To amend this, I started with my offensive Pokemon, saw what threatened them, and worked from there. In today's metagame, it is not about just setting up the sun and blasting away. It is more about scouting teams and being able to clear a safe path for your sweepers to do their work. Speed is pivotal, as is defensive capability.

 

II. Overview

http://i107.photobucket.com/albums/m291/VivirtruvianX/Line4.png

http://archives.bulbagarden.net/media/upload/1/15/Spr_4h_189.pnghttp://archives.bulbagarden.net/media/upload/3/3f/Spr_4d_377.pnghttp://archives.bulbagarden.net/media/upload/c/c1/Spr_4p_442.pnghttp://archives.bulbagarden.net/media/upload/0/05/Spr_4h_059.pnghttp://archives.bulbagarden.net/media/upload/a/a6/Spr_4p_465_f.pnghttp://archives.bulbagarden.net/media/upload/2/2b/Spr_4h_103.png

III. Analysis

http://i107.photobucket.com/albums/m291/VivirtruvianX/Line4.png

 

http://archives.bulbagarden.net/media/upload/1/15/Spr_4h_189.pnghttp://archives.bulbagarden.net/media/upload/2/23/Spr_b_g4_189.png

Jumpluff (M) @ Heat Rock

Ability: Chlorophyll

EVs: 232 HP/24 Def/252 Spd

Jolly nature (+Spd, -SAtk)

- Sleep Powder

- U-turn

- Sunny Day

- Encore

 

a. Why Jumpluff?

Jumpluff is a tricky little lead with Sleep Powder, and is lightning fast in the Sun. Whilst Jumpluff is not the most aggressive lead, it can play a good supportive role with Encore. A lot of the metagame at the moment is seeing the likes of Feraligatr and Mismagius using stat boosting moves. Locking these Pokemon into a move forces switches and allows me to get a free switch myself. Jumpluff is also a beacon of Sunny Day. Honestly, I was against Jumpluff in the beginning because it tends to give away your team's strategy. That said, so do Abomasnow and Hippowdon in OU, and these teams are successful due to exquisite build quality.

 

b. Leading competition

  • Ambipom: Ambipom will not be able to resist a Fake Out. Switch to Spiritomb and keep hitting with Pursuit.
  • Uxie: Sleep Powder, Sunny Day, U-Turn.
  • Yanmega: Is Yanmega still UU? Um, either way I'll just set up Sunny Day. If they protect, I win since I will be faster even after a speed boost and force Yanmega out with Encore. If they attack, at least I get the sun up.
  • Electrode: It will probably try to Rain Dance or Taunt. Electrode is a pain and it is annoying that Rain Dance teams have the fastest lead in the tier but not Sunny Day. Try to sleep it and hope it hits on a Rain Dance. Then Sunny Day.
  • Hippopotas: Sleep Powder to counter Stealth Rock, then Sunny Day. Hippo is likely to come in again and again, so I will hold off on bringing out Exeggutor until it goes down since I get no SolarBeam access.
  • Honchkrow: Straight to Regirock. It will probably switch out allowing for Stealth Rock. If it stays in it will likely use Superpower, which I survive. Go to Spiritomb next for Sunny Day setting and Will-O-Wisp.
  • Lopunny: Sleep it, and proceed to sun-set and U-Turn.
  • Arcanine: Straight to Regirock.

 

http://archives.bulbagarden.net/media/upload/3/3f/Spr_4d_377.pnghttp://archives.bulbagarden.net/media/upload/c/c1/Spr_b_g4_377.png

Regirock (M) @ Heat Rock

Ability: Clear Body

EVs: 252 HP/36 Def/220 SDef

Careful nature (+SDef, -SAtk)

- Sunny Day

- Stealth Rock

- Stone Edge

- Explosion

 

a. Why Regirock?

Regirock is supposed to be a defensive pivot for the team. In the sun, the water weakness is cut by 50%, while his solid defenses allow him to take even some ground and fighting attacks and still stand - that said, he does have typing support in these areas. In the early stages of this team, Scarf Moltress could really rip this team to shreads if it wanted to. That said, flying types in general are an issue with this team, and hence, Regirock can switch in and make life hard for them.

 

b. The moves.

i. Sunny Day

No need to explain.

 

ii. Stealth Rock

Some of the biggest threats to the team, namely bug-, fire-, flying- and ice-types are hit hard with Stealth Rock, making repeated switches painful for them and gives the sweepers a good head start on their prey.

 

iii. Stone Edge

I was originally using Counter here to catch greedy attackers off-guard. This strategy worked surprisingly well, since Regirock's immense bulk let me take even super effective physical hits and survive to effectively KO opponents. However, Counter and Explosion alone left me as set-up fodder for Ghosts, and if they got a sub up I was in trouble. Stone Edge gives me some offensive capabilities, although it is stressed that Regirock's main duty is still to come in, set up rocks, and explode to get a sweeper in.

 

iv. Explosion

As above, I don't see much need in using an attacking move. Explosion lets me take something like Milotic out, or at least to the verge, and lets me get Exeggutor or Tangrowth in for free, with one less hurdle to tackle and hopefully maximum time in the sun.

 

http://archives.bulbagarden.net/media/upload/c/c1/Spr_4p_442.pnghttp://archives.bulbagarden.net/media/upload/c/c0/Spr_b_g4_442.png

Spiritomb (M) @ Heat Rock

Ability: Pressure

EVs: 252 HP/140 Atk/116 SDef

Careful nature (+SDef, -SAtk)

- Sunny Day

- Pursuit

- Sucker Punch

- Will-o-wisp

 

a. Why Spiritomb?

Spiritomb is a good defensive unit who usually takes a couple of hits to KO. This is fortunate as it allows him to be a Sunny Day setter whilst filling some defensive gaps. Spiritomb works well in tandem with Jumpluff as a leading pair, with Ambipom being so popular. It turns the tide on the little monkey as his role is usually to chip off damage, but instead, he gets landed with Pursuits taking some nice chunks out of him. Will-O-Wisp helps the team on the defensive front, and whittles down foes. Importantly, Spiritomb is a good spin blocker. Stealth Rocks are vital to this team, allowing Exeggutor's Psychic to handle fire-types, and making Tangrowth's Rock Slide a OHKO on more things like Altaria.

 

The original Pokemon in this position was Hitmonlee, who was more agressive and addressed a number of issues related to the metagame, namely Registeel and Chansey who lead with Thunder Wave. However, Registeel appears to have taken a small dive in popularity midway through the month, perhaps after people started building teams to cater for it. I felt that the team lacked supports and synergy, so I've gone for something more defensive, whilst moving Arcanine and Tangrowth into more offensive roles.

 

b. The moves.

i. Sunny Day

Support.

 

ii. Pursuit

Used for trapping and stopping stuff like Mismagius from getting keeping subs up.

 

iii. Sucker Punch

Reasonably powerful priority attack. A combo of Pursuit and Sucker Punch can really mess with an opponent if managed correctly. This allows Spiritomb to take some health off attackers before going down.

 

iv. Will-o-Wisp

Will-o-Wisp is such a great support move, and allows me to have the 140 Atk EVs whilst covering defense.

 

http://archives.bulbagarden.net/media/upload/0/05/Spr_4h_059.pnghttp://archives.bulbagarden.net/media/upload/c/cb/Spr_b_g4_059.png

Arcanine (M) @ Leftovers

Ability: Intimidate

EVs: 192 HP/252 Atk/64 Spd

Adamant nature (+Atk, -SAtk)

- Flare Blitz

- Extremespeed

- Toxic

- Morning Sun

 

a. Why Arcanine?

Arcanine is a sturdy Pokemon on any team, and hence it is not hard to fit him onto a team that he should thrive in. Arcanine's Intimidate is an amazing tool to use against physical attackers. ExtremeSpeed is also a handy weapon to take out weakened foes. Couple this with a powerful STAB boosted by the weather, and excellent recovery in the weather, and you have a very handy and reliable Pokemon indeed.

 

b. Role and EVs.

Arcanine has seen a number of roles in this team. He was originally very offensive with a Howl set. However Howl just doesn't give him the masses of power I feel needed to sweep, and I was feeling the need for a sturdy Pokemon. From there, Arcanine went to a Sleep Taking shuffler who could come in on a number of threats and use Roar to not only stack up the Stealth Rock damage, but also scout teams and counters. After another switch where Spiritomb handles a lot of defensive duties, I have made Arcanine more offensive, albeit durable and supportive with Toxic.

 

c. A note on Intimidate and Flash Fire.

I see a lot of Sunny Day teams who run Flash Fire over Intimidate saying that they can lure fire attacks with the Chlorophyll Pokemon and catch them out with Arcanine, powering up his Flare Blitz. This is a viable tactic, however, rarely is Arcanine in a position to sweep an entire team with this boost. Flash Fire also becomes useless to Arcanine once all fire-types are eliminated. What's more, Arcanine doesn't really have the tools to take on another fire-type one-on-one, with no secondary STAB or neat movepool. That said, Intimidate allows Arcanine to have repeated switches and to do what he does best - take large swipes out of teams and pester them as they switch again and again.

 

d. The moves.

i. Flare Blitz

Obligatory STAB. 120 base power + weather enhancement = pain for non-resists.

 

ii. ExtremeSpeed

Powerful priority move that can help late game with cleaning up the opposition.

 

iii. Toxic

Toxic is one of the best options for taking out counters in the sun, namely bulky waters like Slowbro and Milotic. In the sun their Surfs are neutered, and Morning Sun has maximum recovery allowing to effectively Toxic stall.

 

iv. Morning Sun

This was a great addition to Arcanine's movepool, and in the sun it allows him to Toxic stall against a number of Pokemon, including bulky waters. Morning Sun gives Arcanine some endurance even in the face of Stealth Rock also.

 

http://archives.bulbagarden.net/media/upload/a/a6/Spr_4p_465_f.pnghttp://archives.bulbagarden.net/media/upload/a/a2/Spr_b_g4_465_m.png

Tangrowth (F) @ Life Orb

Ability: Chlorophyll

EVs: 252 Atk/252 Spd

Adamant nature (+Atk, -SAtk)

- Earthquake

- Power Whip

- Rock Slide

- Swords Dance

 

a. Why Tangrowth?

First, Chlorophyll. Second, coverage. With Earthquake at her disposal, Tangrowth can take on fire types who think they can scare me out. Same can be said for flying and bug types with Rock Slide. Aside from that, Tangrowth has the best physical STAB grass attack in the game. Finally, access to Swords Dance makes Tangrowth a powerful and often underestimated sweeper, particularly with Stealth Rock support.

 

b. Nature: Jolly vs Adamant.

It is a toss up as to whether I run Adamant or Jolly. In the sun, Adamant seems sufficient to outpace most threats. However, I think the recommendation on Smogon is to run Jolly, and hence, Tangrowth will lose to opposing Tangrowth running a mixed set. I don’t see too many of them though, so this will do for now I suppose.

 

c. The moves.

i. Earthquake

Ground beats fire, the #1 counter to this guy. Also lets me take chunks out of Registeel.

 

ii. Power Whip

Power Whip has 120 base power, and is STAB. Accuracy is a bit iffy, and has honestly cost me matches from missing in the past. Still, I can always claim "hax" ( ;) ) and rage quit haha. Anyway, this is Tangrowth's primary neutral attack tool.

 

iii. Swords Dance

How to make a Sweeper in one easy step.

 

iv. Rock Slide

Again for coverage. This will do masses of damage to the likes of Moltress, Yanmega and Scyther. Bug and flying attacks are super effective, and Rock Slide can stop these threats.

 

http://archives.bulbagarden.net/media/upload/2/2b/Spr_4h_103.pnghttp://archives.bulbagarden.net/media/upload/f/f4/Spr_b_g4_103.png

Exeggutor (M) @ Life Orb

Ability: Chlorophyll

EVs: 4 Def/252 Spd/252 SAtk

Modest nature (+SAtk, -Atk)

- Solarbeam

- Psychic

- Hidden Power [Fire]

- Substitute

 

a. Why Exeggutor?

Like Tangrowth, Exeggutor becomes extremely fast in the sun. Secondly, Exeggutor has a huge special attack stat to work off, and with the sun up he gets access to the best special grass attack (barring Seed Flare) in the game. Some may argue that Leaf Storm is better, but seriously, use that once and you have to switch out.

 

b. The moves.

i. Solarbeam

STAB 120 base power off a massive special attack stat. Obvious choice.

 

ii. Psychic

Basically the only other usable special attack outside of a Hidden Power. It hits most things for neutral although I rarely rely on it.

 

iii. Hidden Power [Fire]

HP Fire takes out other grass-types, steel-types, and ice-types who otherwise wall the set. It is not the most powerful move and is best used when the opponent has been weakened. For example, Registeel can survive a HP Fire with relative ease and treaten with Thunder Wave, basically ending my sweep.

 

iv. Substitute

Substitute protects from status, ie. Registeel as mentioned above. It also protects against Sucker Punch, which is used a lot in UU by the likes of Hitmontop who wants you to use Psychic.

 

c. Major threats to Exeggutor.

Sucker Punch. Namely, Honchkrow and Absol. Honchkrow can come in and threaten me big time. Rarely (if ever) have I been hit with Pursuit, since they pretty much force me out with Sucker Punch. If it hits, I'm gone. Two guys can come in and make life difficult for Honch. First is Regirock, who generally comes in on an attempted Sucker Punch and threatens with Stone Edge. He can also survive a Superpower if Honchkrow tries to be a hero. Guys like Toxicroak can also rattle me for the same reasons. Cacturne is another who could come in and pose a lot of problems, since it can threaten with Sucker Punch and force a switch, but set up a sub on the switch and go to town on my counter with Focus Punch. Arcanine is best suited to come in thanks to Intimidate.

 

Standard Venusaur can take a Psychic and survive, whilst likely taking me out with Sludge Bomb when considering Life Orb damage. In general Venusaur is one of the biggest threats to disassembling the team, and I think I need to focus on finding a solution for him. Aggron is likely to survive a Solarbeam, whilst the other Rock/Steels definitely will. Registeel, despite being weak to HP Fire, is barely 2HKO'd and spoils me with Thunder Wave. Obviously Chansey is the best swtich-in, forcing me out immediately. Bulky steels and Chansey are generally forced out by Hitmonlee, who is immune to Thunder Wave.

 

IV. Threat List

http://i107.photobucket.com/albums/m291/VivirtruvianX/Line4.png

  • Absol: Depends on when he switches in. If it comes in on Exeggutor, I risk being Pursuited or Sucker Punched. Substitute lets me win if they Sucker Punch. If they use Pursuit then the sub is broken and they will probably win. Arcanine can switch in and Intimidate.
  • Aggron: Tangrowth generally puts Aggron down with Earthquake.
  • Alakazam: Spiritomb can generally force beat it and Pursuit to death. In the sun Tangrowth belts it. Exeggutor can probably take it out with SolarBeam too.
  • Altaria: Altaria is the reason I miss an ice attack on the team. HP Ice on Exeggutor would work, but not all the time.
  • Ambipom: Almost exclusively leads. Switch to Spiritomb and pester it with Pursuit. It will usually try to Taunt me when I come in, giving me a free attack.
  • Arcanine: Regirock comes in with ease, needing only be worried about Iron Head / Tail (which I have never seen). This gives me a turn to set up Stealth Rock, taking that vital 25% of damage off per switch in that Exeggutor needs to OHKO with Psychic. Arcanine can also work as a secondary check. Tangrowth needs to be careful if Arcanine switched in, cutting his attack.
  • Azumaril: Tangrowth need only fear Ice Punch, but generally comes in on a water move anyway. Exeggutor wins in the sun. He can't switch into a grass-type, and switching into almost any of the others (Arcanine, Regirock and Spiritomb) is likely to provoke a water-type attack to get a grasser in safely. Will-O-Wisp from Spiritomb will shut it down also.
  • Blastoise: Tangrowth's Power Whip and Exeggutor's SolarBeam.
  • Blaziken: Under the sun Blaziken isn't really a threat. Psychic from Exeggutor takes him down, as does Earthquake from Tangrowth. Arcanine can Intimidate and Toxic stall.
  • Chansey: Chansey coming in on Exeggutor can be a real pain. Without Explosion, I am forced to switch. Switching means I risk taking status. Arcanine is probably the best suited to take it out with his STAB boosted attack. Or if I fear status, I could opt for Regirock and Explode.
  • Claydol: SolarBeam and Power Whip. Enough said. Spiritomb doesn't mind coming in and Pursuiting. Many Claydol lead though, and Jumpluff can handle them with Sleep Powder or Encore.
  • Clefable: Everyone knows how much of a pain this is. Without Hitmonlee on the team anymore, I have no surefire way of dealing with it. Arcanine and SD Tangrowth probably fare the best, or an Explosion from Regirock. Jumpluff may be able to sleep it or lock it into something useless like Protect. Endeavour Clefable and its pre-evo pals have been hunting around, making Spiritomb a big asset to the team.
  • Donphan: Tangrowth can take it on one-on-one. Regirock can beat it with Counter. No chance against Exeggutor if the sun is up.
  • Drapion: Arcanine can Intimidate it, Regirock can Explode on it, Spiritomb can WoW it, and Tangrowth can Earthquake it. It is more worrying as a lead, where it can set up Toxic Spikes if I miss with Sleep Powder which my team is weak to without a spinner.
  • Dugtrio: Depends on what he comes in on. Without the sun he can be a bastard, outspeeding the entire team. If he comes in on Arcanine I am screwed and just ExtremeSpeed before I die, taking a good chunk of health on the way out (70%). Regirock will survive a hit to take it out/finish its support duties. Other than that, Tangrowth can hold its own, and Exeggutor can in the sun, fearing only Sucker Punch.
  • Electrode: Faster weather setter with a nasty habit to Taunt me. Not much I can do except maybe U-Turn to Arcanine and weather the storm.
  • Espeon: Taken out by all my offensive Pokemon. Spiritomb can Pursuit too.
  • Feraligatr: Feraligatr is outclassed by Tangrowth, particularly the SD versions. DD types can be a bit more challenging if for some reason I allow them to get set up. Jumpluff loves to Encore Feraligatr, and Spiritomb can WoW. If the sun is up he loses.
  • Galladade: Tangrowth takes it on fairly easily in the sun. Arcanine can Intimidate it and take it out. Spiritomb will cripple with WoW.
  • Gardevoir: Trace makes this a dangerous switch-in to the entire team. Spiritomb is the best option to harass with Pursuit.
  • Hariyama: Exeggutor takes it down with Psychic. Tangrowth can beat it rather quickly, whereas Arcanine can hit with Toxic and whittle it down.
  • Hitmonlee: Spiritomb comes in on STAB Close Combat, and Arcanine can Intimidate. Hitmonlee threatens Exeggutor with Sucker Punch, so if it switches in use Substitute and enjoy the protection.
  • Hitmontop: Arcanine can come in and Intimidate. Again if Hitmontop comes in on Exeggutor, he is going to Fake Out and Sucker Punch most of the time. It may be better to go straight to Arcanine or Spiritomb to avoid the Fake Out.
  • Honchkrow: Big threat to Exegguotor, much like Absol. Arcanine Intimidates and Spiritomb WoWs. Tangrowth beats it with Rock Slide, and can take a Sucker Punch.
  • Houndoom: Thankfully Houndoom has seen a bit of a useage drop. That said, if he comes in on a fire attack he can cause some serious damage. He can be easily beaten by Tangrowth if the sun is up, and Regirock can Explode as a last resort. With weak defense, Arcanine's ExtremeSpeed can really hurt it if it is scarfed.
  • Kabutops: With no weather in play Kabutops is handled by Tangrowth. With the sun, Exeggutor beats it too. In the rain, I could be in trouble. Tangrowth is the best defensive option, and Jumpluff may come in on a Swords Dance and use Sunny Day. Spiritomb goes for WoW.
  • Lanturn: Tangrowth or Spiritomb. In the sun it can be taken care of easily.
  • Ludicolo: I have no super effective moves against Ludicolo, and I really need the sun to be up. In the sun Arcanine can play around with it with Toxic and stall it out, or Spiritomb can WoW and allow me to whittle it out with physical attacks.
  • Magneton: Arcanine and HP fire on Exeggutor send it to Hell. Tangrowth's Earthquake tops it too.
  • Mesprit: See Uxie.
  • Milotic: Switching in on Milotic can be troublesome, however if the sun is up Arcanine can take a Surf and ruin it with Toxic. Spiritomb can pester with WoW to negate Leftovers. Jumpluff can put it to sleep, and the sweepers can take care of it. It is just difficult to switch in to since I risk taking status or a predicted Ice beam to my grass sweepers.
  • Miltank: Spiritomb can WoW and pester it, taking status with Rest. Pressure runs down Heal Bell quickly. Miltank is 2HKOd by Exeggutor, but must watch out for status that will hinder the sweep. Arcanine can Toxic. Jumpluff often Encores a Curse or Earthquake.
  • Mismagius: Mismagius was a big threat when I didn't know how to deal with it properly. Now I know the best thing to do is say in and keep hitting it. Tangrowth and Arcanine do well through sheer pestering. Missy can't switch in on either sweeper while the sun is up, and fails to OHKO Tangrowth at full health, putting her in a bad position as Power Whip topples her. If she tries to substitute, she is whittled down. If she attacks, she dies. Spiritomb plays mind games with Sucker Punch and Pursuit.
  • Moltres: Moltress leads are the reason for Regirock being on the team. He can come in and begin to set up Stealth Rock and Sunny Day. Moltress leads generally travel with a spinner, who is blocked by Spiritomb and met with WoW. Scarfers are brutal though, which is why Regirock abd Stealth Rock are so important.
  • Nidoking: WoW on Spiritomb nullifies it physically. With the sun up, he falls to Exeggutor and Tangrowth, and to a lesser extent Arcanine.
  • Omastar: Omastar is just a fish (thing) out of water without the rain. As a lead I sleep it to prevent Spikes, and set up the sun. Conversely, if the rain is out it can sweep me.
  • Raikou: Raikou destroys the team without the sun in play. When the sun is up he can be Encored, or dealt with by Tangrowth mainly. Behind a substitute he dominates. Spiritomb and Arcanine's priorities can go a long way to dealing with Raikou too.
  • Regirock: Both sweepers take him out, particularly Exeggutor. Tangrowth might OHKO even before a Swords Dance.
  • Registeel: Switching in to Registeel is the problem, as it loves to hit you with Thunder Wave. Spiritomb usually takes the status, and then go to Arcanine as they attack or set up rocks. Substitute protects Exeggutor from status.
  • Rhyperior: Weak to both sweepers, and is often set up fodder for Tangrowth. Rhyperior is usually pretty predictible.
  • Rotom: Handled by STAB moves across the board. Can be a pain to switch in to, with Trick being really annoying.
  • Spectile: If I don't have the sun up I can have a lot of trouble. He is so fast and can have such a varied movepool. The Leech Seeder can be pestered by Jumpluff. If the sun is out Exeggutor takes it down.
  • Scyther: Arcanine Intimidates, and under the sun Rock Slide or HP Fire takes care of it from the sweepers. Stealth Rock makes life hard for Scyther.
  • Slowbro: Solarbeam is a OHKO, and Power Whip without a boost may be too. Under the sun Arcanine can even Toxic stall with Morning Sun and weakened Surfs, while Spiritomb can WoW to negate Leftovers and Pressure Slack Offs if I am desperate.
  • Spritomb: Arcanine switches in for a WoW, and can deal with it one-on-one.
  • Steelix: Steelix can be handled with STAB boosted Flare Blitz, HP Fire, or simply crippled with WoW.
  • Swellow: Regirock walls it, and makes life hell with Stealth Rock.
  • Tangrowth: Tangrowth walls my Tangrowth, and usually forces a switch in case it is mixed. Spiritomb is a safe switch or response if Tangrowth takes me out, threatening with WoW. Arcanine Intimidates when coming in also, usually surviving a
  • Torterra: Arcanine can come in on a setup move, or Jumpluff can lock it in to something and make bringing in the appropriate swich easier. Exeggutor and Arcanine are the only ones who can take it out really. Spiritomb wrecks it with WoW.
  • Toxicroak: Sucker Punch threatens Exeggutor so I gotta Substitute against them. Tangrowth and Arcanine do fine.
  • Typhlosion: Scarfers are a real problem since my sweepers don't outspeed it even with the sun up. He forces a switch, so hopefully I have Regirock still there to absorb the predicted Flamethrower. If they have seen Regirock and predict with Focus Blast, I can lock him in and switch to Spiritomb. Stealth Rock needs to be up to weaken it with repeated switch-ins.
  • Umbreon: WoW hurts the Curser, as does Encore.
  • Uxie: Uxie annoys me since I can't OHKO it. I want to put it to sleep so it can't ruin me with Thunder Waves.
  • Venusaur: Sleep Powder is a nuicence, so I usually sacrifice Spiritomb. From there I can switch in Arcanine the safest. If Exeggutor is out there already, Psychic takes it down with SR damage factored in.
  • Weezing: Exeggutor's Psychic nails it. Arcanine switches in fairly easily and hurts it with Flare Blitz. In the sun it is a 2HKO.

"tl;dr!"

Edited by Vivirtruvian
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I'm an OU-fag who's too lazy to post with sprites, or even acknowledge the reasoning behind his pokeymanz of choice. However, I will acknowledge that I seem to routinely be cursed to always be absent a method of explicitly beating waters... I don't really care, though. Blissey scares a huge portion (all but Gyarados, IIRC) away one way or another after I throw out a Seismic Toss. ...Honestly, I should probably try and get a Celebi on this shit or something.

 

Togekiss/Celaeno - Modest Nature/EVs: 252 HP, 152 Sp. Atk, 104 Spd @ Lum Berry

- Nasty Plot

- Roost

- Aura Sphere

- Air Slash

 

Metagross/Gregar - Adamant/EVs: 252 HP, 252 Atk, 6 Def @ Choice Band

- Meteor Mash

- Earthquake

- Explosion

- Bullet Punch

 

Dusknoir/Charon - Impish/EVs: 252 HP, 252 Def, 6 Sp. Def @ Leftovers

- Will-O-Wisp

- Ice Punch

- Thunder Punch

- Shadow Sneak

 

Blissey/Alice - Calm/EVs: 252 HP, 252 Sp. Def, 6 Def @ Leftovers

- Seismic Toss

- Thunder Wave

- Softboiled

- Stealth Rock

 

Scizor/Bartleby - Adamant/EVs: 252 Atk, 252 Spd, 6 HP @ Expert Belt

- Swords Dance

- Bullet Punch

- Brick Break

- X-Scissor

 

Kingdra/Poseidon (Swift Swim) - Naughty/EVs: 252 Atk, 240 Sp. Atk, 16 Spd @ Life Orb

- Rain Dance

- Waterfall

- Hydro Pump

- Draco Meteor

 

I haven't played in ages, but I figured I'd post. I remember killing a lot of Garchomps before it was banhammered with the mixed Kingdra. I have an alternative team I might post later, should I feel like it.

 

EDIT: WTF, I had Gengar and Dusknoir on here. Posting fail.

Edited by Lenin
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I've always loved viv's sunny day team. So much so that I recognized the team before I recognized his username on shoddy one match. It even holds its own in OU.

 

http://i142.photobucket.com/albums/r81/jmodum90/mamoswine-f.png

 

Mamoswine (M) @ Life Orb

Ability: Snow Cloak

EVs: 252 Atk/4 Def/252 Spd

Jolly nature (+Spd, -SAtk)

- Earthquake

- Ice Shard

- Stone Edge

- Stealth Rock

---

I ran into a guy using a lead swine and he absolutely decimated nearly every team I had. STAB EQ with base 130 attack is stupid-powerful, priority ice shard picks off things close to death/dragons/grass types, and stone edge for gyrados and to OHKO flyers that you're faster than. Stealth rock is a lead staple and makes a lot of 2HKOs into OHKOs.

 

http://i142.photobucket.com/albums/r81/jmodum90/magnezone.png

 

Magnezone @ Leftovers

Ability: Magnet Pull

EVs: 172 HP/252 SAtk/84 SDef

Modest nature (+SAtk, -Atk)

- Substitute

- Magnet Rise

- Thunderbolt

- Hidden Power [Grass]

---

Magnezone is a great poke. Substitute lets you set up magnet rise on ground pokes like swampert that would try and take you out and HP grass is his counter. Scizor and other steels are going to hate zone since they won't be able to switch out. Heatran is one of the only steels to fear with fire blast and earth power both.

 

http://i142.photobucket.com/albums/r81/jmodum90/jolteon.png

 

Jolteon (M) @ Choice Specs

Ability: Volt Absorb

EVs: 4 Def/252 Spd/252 SAtk

Timid nature (+Spd, -Atk)

- Thunderbolt

- Hidden Power [ice]

- Shadow Ball

- Signal Beam

---

Choice specs jolteon fucks up a lot of stuff with its special attack stat of 478. Tbolt is obviously the bread and butter of the set and deals ridiculous damage to anything that doesn't resist it. Shadow ball for rotoms and signal beam was originally for celbi and ttar but celebi seems to have gone out of favor and ttar doesn't mess with this set as much as I thought it would. Baton pass would probably do better to allow you to scout your jolt counters.

 

http://i142.photobucket.com/albums/r81/jmodum90/flygon.png

 

Flygon (M) @ Leftovers

Ability: Levitate

EVs: 252 HP/176 Def/80 Spd

Timid nature (+Spd, -Atk)

- Toxic

- Roost

- Earthquake

- Fire Blast

---

Not the standard flygon set which throws a lot of people off. Stallgon deals with the heatran that zone can't take care of. EQ and fire blast hit nearly everything that's immune to toxic super effective and roost lets it stay in to let toxic rack up damage. Even blissey has trouble dealing with this gon what with physical EQ and toxic. With SR out toxic can really cripple a team.

 

http://i142.photobucket.com/albums/r81/jmodum90/latias.png

 

Latias (F) @ Life Orb

Ability: Levitate

EVs: 128 HP/252 Spd/128 SAtk

Timid nature (+Spd, -Atk)

- Calm Mind

- Dragon Pulse

- Refresh

- Recover

---

One of my favorite late-game sweepers. You might think it's crazy to only have one attack but dragon is one of the best attack types in the game, hitting everything but steels for neutral and other dragons for super effective. With zone and flygon getting rid of steels, latias can go to work. Recover deals with life orb damage and refresh gets rid of pesky status ailments. Calm mind + life orb makes latias's offensive ability skyrocket and it's bulky and fast enough to CM on anything that isn't a direct counter, dragon pulse, then recover the damage taken.

 

http://i142.photobucket.com/albums/r81/jmodum90/rotom-c.png

 

Rotom-c @ Leftovers

Ability: Levitate

EVs: 252 HP/168 Def/88 Spd

Timid nature (+Spd, -Atk)

- Leaf Storm

- Will-o-wisp

- Shadow Ball

- Discharge

---

Again, a poke that likes to prevail through status. Will-o-wisp for ttar and other offensive pokes and discharge for the 30% para rate. Leaf storm will mess up ttar and rotom can survive the pursuits if ttar's burned. Shadow ball for gengar.

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oh shit, shoddy lol. i should try playing again but im too lazy. i think i beat LS with this team once but i totally forgot how to use it

 

 

ALIEN (tentacruel w/ leftovers)

EV: 252 HP / 120 DEF / 136 SP DEF

calm

-blizzard

-hidden power

-rapid spin

-toxic spikes

 

BIRD (togekiss w/ leftovers)

EV: 252 HP / 104 SPE / 152 SP ATK

modest

-air slash

-flamethrower

-nasty plot

-roost

 

I C U (mamoswine w/ leftovers)

EV: 252 ATK / 252 SPE

jolly

-earthquake

-ice shard

-stone edge

-superpower

 

MOFO YETI (abomasnow w/ leftovers)

EV: 252 SPE / 252 SP ATK

modest

-blizzard

-energy ball

-hidden power

-shadow ball

 

FUCK MUDKIPZ (swampert w/ leftovers)

EV: 252 HP / 22 SPE / 202 SP ATK / 32 SP DEF

adamant

-earthquake

-ice beam

-roar

-surf

 

CEREAL BOX (rotom-h w/ nothing?)

EV: 252 HP / 168 ATK / 88 SPE

adamant

-discharge

-overheat

-shadow ball

-will-o-wisp

 

the main focus of the team is abomasnow. swap in when its safe to set up the hail to use along with toxic spikes to whittle off HP. hail + snow cloak on mamoswine for the awesome EVA increase, along with hail + blizzard on both abomasnow and tentacruel for insane accuracy/damage.

tentacruel starter to counter the ape starters and setting up lots of toxic spikes while spinning off any stealth rocks. if it loves long enough, it can be used later for the hail/blizzard combo. swap out for swampert after spikes are laied out to abuse roar with toxic spikes. togekiss for sweeping with nasty plot + air slash and roost for stalling with toxic spikes and hail whittling opponents health. rotom-h to counter the fighting types that would destroy most of the team.

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I prefer sand.

 

http://i142.photobucket.com/albums/r81/jmodum90/gliscor.png

 

Gliscor (M) @ Leftovers

Ability: Sand Veil

EVs: 252 HP/40 Def/216 Spd

Jolly nature (+Spd, -SAtk)

- Earthquake

- Roost

- Taunt

- U-turn

---

A staple on most every sand team. Taunt keeps away weather from rain teams as well as SR/status from other pokes. EQ for STAB and U-turn for scouting/switches. Roost is always nice to have.

 

http://i142.photobucket.com/albums/r81/jmodum90/rhyperior-f.png

 

Rhyperior (M) @ Choice Band

Ability: Solid Rock

EVs: 252 Atk/252 Spd/4 SDef

Adamant nature (+Atk, -SAtk)

- Earthquake

- Stone Edge

- Aqua Tail

- Megahorn

---

Stupid-powerful attacks with the choice band boost plus excellent type coverage, rhyperior is my OHKO machine. If you've got good prediction skills you can switch him in on a safe poke and intimidate a switch and then attack with an appropriate counter (usually stone edge since nothing is immune to it). Sand makes up for his pitiful special defense somewhat with the 50% boost.

 

Speaking of rhyperior, I'm a little surprised that he fell down into UU. 140 base attack is nothing to underestimate and choice band just makes it ridiculous. Yes, he's got a menagerie of weaknesses and horrible SpD but his Def and HP is marvelous and lets him survive a lot with Solid Rock protection.

 

http://i142.photobucket.com/albums/r81/jmodum90/Tyranitar.png

 

Tyranitar (M) @ Leftovers

Ability: Sand Stream

EVs: 252 HP/40 Def/216 SDef

Careful nature (+SDef, -SAtk)

- Curse

- Payback

- Rest

- Sleep Talk

---

Re-dick. 50% SpD boost on a bulky resttalker is just unfair sometimes. Curse boosts the physically defensive side as well as ttar's offense so there's not much to invest EV-wise on those fronts. Play it like you would a curselax and you'll be fine. Sleep talk can be substituted for stone edge for more power but it's not recommended since ttar doesn't have as much HP to play around with as snorlax does and needs to sleep more often.

 

http://i142.photobucket.com/albums/r81/jmodum90/starmie.png

 

Starmie @ Leftovers

Ability: Natural Cure

EVs: 158 HP/252 Spd/98 SAtk

Impish nature (+Def, -SAtk)

- Thunderbolt

- Surf

- Ice Beam

- Recover

---

Starmie fits well in a wide variety of teams since it's able to take a punch or two while outspeeding just about everything. Once again, boltbeam + surf provides great type coverage and recover lets it stay in. Rapid spin can take recover's place if you're worried about spikers.

 

http://i142.photobucket.com/albums/r81/jmodum90/vaporeon.png

 

Vaporeon (M) @ Leftovers

Ability: Water Absorb

EVs: 188 HP/252 Def/68 Spd

Bold nature (+Def, -Atk)

- Wish

- Surf

- Protect

- Hidden Power [Electric]

---

Vaporeon helps stall out bulky waters that would otherwise wreck this team. Toxic can go in for HP electric but hidden power was my first choice to deal with gyrados, the biggest threat to this team. I may switch it to toxic just to spread around some residual damage to the other team. Wish + protect is standard.

 

http://i142.photobucket.com/albums/r81/jmodum90/skarmory.png

 

Skarmory (M) @ Leftovers

Ability: Keen Eye

EVs: 252 HP/64 Atk/64 Def/128 Spd

Impish nature (+Def, -SAtk)

- Brave Bird

- Roost

- Whirlwind

- Spikes

---

Standard spiker. Switch in on something safe, set up spikes on the switch, then whirlwind until you get back to another safe poke. Then either lay down spikes again or brave bird to deal damage directly. Roost to make up for brave bird recoil/stalling.

 

EDIT: Video!

 

Me and TM fighting.

 

I used that first team I posted.

Edited by Amanda Bynes
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Does the item clause still exempt Leftovers, allowing a maximum of two Leftovers holders on a team?

 

I've been wanting to play some Shoddy matches since I saw this thread... And I don't favor the idea of accidentally breaking the rules, thus ruining some pansy's day.

Edited by Lenin
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There's no chance of breaking any rules. If someone challenges you, they can alter their desired clauses while doing so.

If they didn't put sleep clause on and you put their whole team to sleep, that's on them.

 

If you challenged someone with no sleep clause with the motive to put their whole team to sleep, and they accept, that's still on them.

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Oh, Shoddy rules so much.

 

It'd be even better if somebody actually stuck around to lose...

 

Meh, I'll post the team I've been using too...

 

http://www.smogon.com/download/sprites/dp/385.png

'S Uma', the lead Jirachi @ Focus Sash

Jolly Nature

Ability: Serene Grace

EVs: 80 HP, 252 Atk, 176 Spd

 

- Stealth Rock

- Iron Head

- Zen Headbutt

- Grass Knot

 

I've always thought Jirachi functions best as a team's lead. It's fairly straight forward, but don't underestimate it's ability as an attacker. Serene Grace + Iron Head and Zen Headbutt = two STABed moves that have a 60% and 40% chance of causing you to flinch, respectively. A lot more effective than you'd think, and there's nothing more hilarious than flinching your opponent three or four times in a row. Fear it, fucker.

 

You can also put Choice Scarf on this thing if you're worried about Aerodactyl and Azelf suicide leads, but I don't care one way or the other. It does fairly okay.

 

http://www.smogon.com/download/sprites/dp/145.png

'Stymphalos', the rage-quit mill Zapdos @ Life Orb

Modest Nature

Ability: Pressure

EVs: 6 HP, 252 Sp. Atk, 252 Spd

 

- Thunderbolt

- Heat Wave

- HP Grass

- Roost

 

Seriously, this thing earns me more rage-quits than I could've ever expected. I guess decent type-coverage is just going to piss people off. When people see this thing come in, they generally switch out to Swampert, Metagross or Mamoswine, thinking I'll switch out fearing some super-effective damage off a crazy powerful attack stat, but soon realize that it doesn't work like that, and then they rage quit. That entire scenario played out for me like that about six times today on Shoddy, almost always by the third turn. Absolutely hilarious.

 

http://www.smogon.com/download/sprites/dp/260.png

'Grendel', the fantastically named Swampert @ Leftovers

Adamant Nature

Ability: Torrent

EVs: 252 HP, 216 Atk, 40 Def

 

- Curse

- Waterfall

- Earthquake

- Avalanche

 

This is a pretty standard Cursepert. I think my EVs are a little different than what you would normally see, because I reformulated them after I realized that most of the time I was fighting against teams that never really had any pokemon to setup against. Shoddy takes the already ridiculously offensive D/P/P metagame to a whole new level sometimes.

 

http://www.smogon.com/download/sprites/dp/242.png

'Alice', the great wall of Blissey @ Leftovers

Calm Nature

Ability: Natural Cure

EVs: 252 HP, 252 Sp. Def, 6 Def

 

- Wish

- Protect

- Seismic Toss

- Softboiled

 

Blissey is just a giant wall of STOP. She rains your parade with impregnable special defense and cuteness. Just a good pokemon to have for her ability to stop ever special based attacker cold. Gotta watch out for people setting up on you, though... Fuckin' Latias.

 

http://www.smogon.com/download/sprites/dp/373.png

'Nero', the dancing Salamence @ Life Orb

Adamant Nature

Ability: Intimidate

EVs: 252 Atk, 252 Spd, 6 HP

 

- Dragon Dance

- Outrage

- Earthquake

- Fire Fang

 

Fighting Salamence makes you understand what DragonForce was warning everyone about through song. With Life Orb, this monster starts with a ri-dica-dica-donkulous 525 attack stat, and after a Dragon Dance... hahahahaha.

 

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

'Charon', the anti-spinner Dusknoir @ Leftovers

Adamant Nature

Ability: Pressure

EVs: 252 HP, 252 Atk, 6 Def

 

- Will-O-Wisp

- Ice Punch

- Thunderpunch

- Shadow Sneak

 

Dusknoir has a variety of functions in this game, but I believe he truly excels as an anti-spinner. Ghost Type + Ice Punch for Donphan, Shadow Sneak for Claydol and Starmie, so on and so forth. And I won't lie, I really don't understand why he on here. I think it's just favoritism getting the better of me, as it would probably be much, much better if I had a spinner rather than an anti-spinner as my real powerhouses, Zapdos and Salamence get hit hard by Stealth Rock and two/three layers of spikes isn't any fun at all for the rest of the team.

 

---

 

I won't lie, the team has problems, and I end up being made pretty well aware of them. I think it really would be to my benefit to add a spinner Starmie in place of Dusknoir, and I probably won't wait to do that for much longer. But every time I'm ready to scrap these bastards for something new, I score an epic win and can't bring myself to do it.

 

EDIT: El-oh-fucking-el, I managed to get two matches under my belt in which I killed five out of six of my opponent's pokes with that Jirachi alone. I think it might just be my favorite pokemon ever.

 

EDIT 2: What the fuck is with people on Shoddy? They can't stick around long enough to type 'good game'? Tsk tsk. Nobody has any manners. Also, challenge a 'shroomish187' while using lead Jirachi for the lulz. You will have them.

Edited by Lenin
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http://pokeymon-online.com/home.html

 

This is very new (BETA) and I doubt will ever be as popular as Shoddy. However, Shoddy Battle 2 has stalled and IIRC one or two of the main designers have pulled out of it. The team building interface for this simulator is nice, although I haven't been able to battle on it yet - really no one uses/knows of it just now.

 

If this gets 2v2, I am there.

 

EDIT: Chatted to the guy making this. 2v2 will be a while off, since there is still lots to get done. No ladders or tier restrictions in place yet. The only battle option right now is Sleep Clause haha. Still, I really like the layout.

Edited by Vivirtruvian
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Tried to download but the site's undergoing maintenance.

 

Jirachi is just plain frustrating. 60% chance of flinch is practically cheating. I've had matches where I beat every one of their pokes with a scarfrachi simply because they couldn't stop being flinched. Yes, I've gotten 100% flinches on 6 pokes before and it happens more often than you might think. I'm not saying Jirachi is invincible but if you don't have a hard-counter for it you can really pay the price. I've stopped using it since people tend to just ragequit after one flinch and it really just felt like easy-mode.

 

I've always preferred having wish and softboiled on blissey. I usually give up one of the other two (most often seismic toss) for toxic. Yes, you remove the ability to hit steels but they're not going to mind a seismic toss much either. Scizor has a good chance of carrying superpower so you should probably switch out anyways. Toxic can cripple a team and make your stall impregnable since anything that isn't steel (except other blisseys) won't be able to stay in for very long.

 

The rest of the team looks good. I think you can keep dusknoir in there but I definitely see the advantage of starmie.

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Jirachi is just plain frustrating. 60% chance of flinch is practically cheating. I've had matches where I beat every one of their pokes with a scarfrachi simply because they couldn't stop being flinched. Yes, I've gotten 100% flinches on 6 pokes before and it happens more often than you might think. I'm not saying Jirachi is invincible but if you don't have a hard-counter for it you can really pay the price. I've stopped using it since people tend to just ragequit after one flinch and it really just felt like easy-mode.

 

http://img94.imageshack.us/img94/7677/icbinbndll.gif

 

I understand the 'easy mode', argument. But I don't care, I just love Jirachi. And I actually haven't gotten any ragequits solely off the flinch-fest. Really, the Zapdos scores me a lot more, since it's apparently just really hard for people on Shoddy to switch into that thing. That, and 75% of people I play on Shoddy run Heatran, and 30-40% of those initial 75% lead with it, so it can be a pain to get the Serene Rape going more often than you think... But when I do get it, oh boy it's just fucking super.

 

I've always preferred having wish and softboiled on blissey. I usually give up one of the other two (most often seismic toss) for toxic. Yes, you remove the ability to hit steels but they're not going to mind a seismic toss much either. Scizor has a good chance of carrying superpower so you should probably switch out anyways. Toxic can cripple a team and make your stall impregnable since anything that isn't steel (except other blisseys) won't be able to stay in for very long.

 

QFT.

 

I've actually been meaning to switch it out for Toxic for awhile now. Seismic Toss just isn't as useful as I thought it would be; I swear that a typical Shoddy Vaporeon can recover that 100 HP in between turns.

 

The rest of the team looks good. I think you can keep dusknoir in there but I definitely see the advantage of starmie.

 

I actually did switch to Starmie shortly after I posted that original line-up, and just this morning fought this ridiculous B-Pass team with an Ambipom that seriously ruined my fucking day with Fake Out, which made me REALLY miss the Dusknoir. But Starmie has proven more advantageous in the long run, since it's durable enough to switch into a non-Dragon-Dance'd-Gyarados's Earthquake and smack that bastard down, then spin away whatever entry hazards are out. Dusknoir can do the former, but not the latter. Gaining a pretty useful utility poke in exchange for the beastly offensive tank that is Dusknoir was a pretty good idea, although I still alternate.

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And I actually haven't gotten any ragequits solely off the flinch-fest. Really, the Zapdos scores me a lot more, since it's apparently just really hard for people on Shoddy to switch into that thing.

 

Scratch that. Any team that leads with Abomasnow will ragequit the second you use Iron Head, flinch or no flinch. Sucks for them.

 

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Anyway. Weather by itself is for pussies. Real men use to their advantage the power of weather AND physics:

 

http://www.smogon.com/download/sprites/dp/455.png

'Erlgaia', the lead Hippowdon @ Leftovers

Impish Nature

Ability: Sandstream

EVs: 252 HP, 168 Def, 88 Sp. Def

 

- Stealth Rock

- Roar

- Slack Off

- Earthquake

 

A good choice for a lead, and a wall, especially with the boost it gets from sandstorms. Too straightforward to really lend itself to commentary.

 

http://www.smogon.com/download/sprites/dp/205.png

'Geryon', the spiker Forretress @ Shed Shell

Relaxed Nature

Ability: Sturdy

EVs: 252 HP, 112 Atk, 144 Def

 

- Spikes

- Toxic Spikes

- Rapid Spin

- Gyro Ball

 

Everyone must love Forretress. A decent poke which serves as an excellent wall that can setup entry hazards as well as it can remove them. Gyro Ball is there solely as a means of STAB'd attack. Shed Shell was chosen over Leftovers to prevent Magnet Pull faggotry.

 

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

'Charon', the return of Dusknoir @ Leftovers

Relaxed Nature

Ability: Pressure

EVs: 252 HP, 252 Def, 6 Sp. Def

 

- Gravity

- Dynamic Punch

- Will-O-Wisp

- Shadow Sneak

 

The very point of this team. Gravity is a pretty nasty move. Not only does it mean that everyone gets hurt by Spikes/Toxic Spikes/Ground moves for five turns, but it also lowers evasion modifiers, thus giving Dynamic Punch and Will-O-Wisp 82% and 100% accuracy respectively. Shadow Sneak + Dynamic Punch gives me excellent type coverage on common switch-ins (thanks for playing, Blissey) and Will-O-Wisp effectively allows me to cripple most OU physical sweepers.

 

http://www.smogon.com/download/sprites/dp/260.png

'Grendel', the fantastically named Swampert @ Leftovers

Adamant Nature

Ability: Torrent

EVs: 252 HP, 216 Atk, 40 Def

 

- Curse

- Waterfall

- Earthquake

- Avalanche

 

The return of the Cursepert. It's pretty obvious, but this little bastard has his brutality increase tenfold under Gravity. Enjoy your Earthquake.

 

http://www.smogon.com/download/sprites/dp/490.png

'Gozer', the scarfed Heatran @ Choice Scarf

Naive Nature

Ability: Flash Fire

EVs: 6 Atk, 252 Sp. Atk, 252 Spd

 

- Fire Blast

- Earth Power

- Explosion

- Dragon Pulse

 

Oh, scarfed Heatran, you're so evil. I love this thing. Very straight forward special sweeper I chose for the simple reason that Heracross ruins Dusknoir's day.

 

http://www.smogon.com/download/sprites/dp/373.png

'Nero', the dancing Salamence @ Life Orb

Adamant Nature

Ability: Intimidate

EVs: 252 Atk, 252 Spd, 6 HP

 

- Dragon Dance

- Outrage

- Earthquake

- Fire Fang

 

Chosen because 1) it's goddamn terrifying and 2) I wanted a physical sweeper and man, I am just way too lazy to make another one.

 

---

 

It's a pretty neat little Gravity team. I enjoy it, even if I do dislike Dusknoir and Salamence taking a bit of damage from the sandstorm, but it really isn't that bad. Any thoughts?

Edited by Lenin
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Water hits most for neutral and a few for SE so you'll want to be especially wary of starmie and gyrados. Zapdos can hurt with heat wave or HP grass as long as gravity isn't in effect so you should try and keep that up as much as possible until you're sure he doesn't have a dos or after you've taken it out.

 

Good team.

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Water hits most for neutral and a few for SE so you'll want to be especially wary of starmie and gyrados. Zapdos can hurt with heat wave or HP grass as long as gravity isn't in effect so you should try and keep that up as much as possible until you're sure he doesn't have a dos or after you've taken it out.

 

Good team.

 

This is a routine problem I seem to encounter: getting fucked by water types. Any ideas on counters?

 

In my opinion, dusknoir just isn't dusknoir without pain split.

 

I can see how this is generally true. Pain Split is so bitchin' on Dusknoir, but I don't really know how content I am to lose Dynamic Punch/Will-O-Wisp/Shadow Sneak. Thoughts?

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