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RMT Trick room double - 4 Weeks Ago

Ok I did a few adjustments to my original team for double battles so here goes

LEAD PAIR---------
Bronzong@Life Orb
Nature: Relaxed
Evs:252 HP / 152 Atk / 8 Def / 96 SpD
Abil: Levitate
-Trick Room
-Gyro Ball
-Stealth Rock
-Hypnosis

Shuckle@ Muscle band/focus sash
Nature: Relaxed
Abil: Sturdy
Evs: 252 Att/ 252 Def/ 4 hp
-Power Trick
-Earthquake
-Rock Slide/ stone edge?
-Gyro Ball

I paired these 2 together for 3 main reasons. 1, I can set up power trick on shuckle the turn that I set up Trick Room and be certain that shuckle will get to perform a massive damage dealing move next turn. If I do get taunted, both pokes can still use attack moves freely. 2, Shuckle has the ability to learn Earthquake and can use it without damaging bronzong. I put rock slide in there because I want to hit the levitating/ flying types. Also, its a good STAB move and can hit both pokes. Gyro ball is there because it is a 150 base power move almost every time I use it. Bronzong is mainly a supporter when paired with shuckle. After I use PT, Shuckle is very suceptible to attacks. Hypnosis is there to put opponents to sleep while shuckle does his thing. I have SR on there because its a good thing to have on the field because of the many switches that will probably occur. I will not put a life orb on shuckle, because I WANT TO SAVE HIS HP FOR WHEN HE NEEDS IT. I designed the EVs so that shuckle is not entirely defenseless when he uses PT.

SECOND PAIR---------
Heatran@Life Orb
Abil: Flash fire
Evs:252 hp/ 252 SpA / 4 def
Nature: Quiet
-Heat Wave
-Earth Power
-Solar Beam
-Protect

Magmortar@Heat Rock
Abil: Flame Body
Evs: 252 hp/ 252 SpA / 4 def
Nature: Quiet
-Lava Plume
-Thunderbolt
-HP Ice
-Sunny day

A twist that can help me in the long run. Since TR will most likely be active, I don't need to put speed into heatran. Leaving more EVs for HP for my life orb moves. If these two ever come out as a pair, Magmortar uses SD while heatran protects. Assuming that magmortar survives, I can use lava plume to help boost heatran's fire power and attack the opponents, Heatran will use heatwave (or now that sunny day is up Solar beam). Magmortar can counter heatran's weaknesses while heatran is dishing out massive damage (again hopefully) with its other special moves. I was debating about flareon to give Heatran another power boost with HH, but flareon is fairly fast and will not work well in a trick room team.

THIRD PAIRING---------
Dusknoir@Leftovers
Abil: Pressure
Nature: Relxaed
Evs:252 HP / 252 SpD / 4 Def
-Trick Room
-Pain Split
-Will-o-Wisp
-Fire Punch

Scizor@Life Orb
Nature: Brave
Abil:Technician
Evs: 252 hp/ 252att /4 Spe
-U-turn
-Bullet Punch
-Roost
-Bug Bite/night slash???

I did some adjustments on this pairing. I changed rampardos for Scizor so that I can lure out fire types adn counter with Heatran. U-turn when in danger and to hit dark types. Bullet punch for a nice 60 base power priority STAB move. Roost to heal to add more life orb uses. Didn't know what to put in the last slot for Scizor.I though about night slash to cover the other weakness of dusknoir but IDK. Bugbite would be a 135 bug power move but it isn't that effective against many types. Dusknoir has fire punch as a move to hit those pesky Magnezones that love to trap steel types. Pain split is like a must on any dusknoir because its the only recovery move it has available. Access to trick room also grants it a spot on the team. I put more Evs into SpD so that I am not at a total loss when Special moves hit. Besides a nature and a move to help nerf the physical moves helps cover the other defencesive side.



Now, any advice would help me a lot. I know doubles are not played a lot but if you can give me advice in some way, I would appreciate it. Also, I am looking for these guys as well so if you have any of these(with good Ivs in all but speed and the non attacking type move) please PM me.


I am looking for a sprite animation if anyone would be willing to do it contact me

OR if someone can explain the capturing process to me on windows movie maker, that would be ok too

YOSHI RULES!!!!!
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Re: RMT Trick room double - 4 Weeks Ago

I give it a 7.3/10
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Re: RMT Trick room double - 4 Weeks Ago

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Originally Posted by DarkPhantomZX View Post
I give it a 7.3/10
someone please delete this guy's comment. DarkPhantom if you're going to rate a team, rate it the correct way!!.
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Re: RMT Trick room double - 4 Weeks Ago

Quote:
Originally Posted by Yoshi500x8 View Post
Ok I did a few adjustments to my original team for double battles so here goes

LEAD PAIR---------
Bronzong@Life Orb
Nature: Relaxed
Evs:252 HP / 152 Atk / 8 Def / 96 SpD
Abil: Levitate
-Trick Room
-Gyro Ball
-Stealth Rock
-Hypnosis

Shuckle@ Focus Sash/ muscle band
Nature: Relaxed
Abil: Sturdy
Evs: 252 Att/ 252 Def/ 4 hp
-Power Trick
-Earthquake
-Rock Slide/ stone edge?
-Gyro Ball

An interesting idea, but you have one major problem: priority users. Scizor, Feraligater, Machamp, Marill, and anything else with Bullet Punch or Aqua Jet. Mach Punch and Shadow Sneak are noteworthy moves as well, but BP and AJ are effective against Shuckle. Even with Trick Room activated, Priority still strikes first.

SECOND PAIR---------
Slowking@leftovers
Nature: Quiet
Abil: Own tempo
EVs:252 HP / 252 SpA / 4 SpD
-Surf
-Trick Room
-Nasty Plot
-Slack off/ Psychic

Vaporeon@Leftovers
Nature: Sassy
Abil: Water Absorb
Evs: 252 hp/ 252 SpD/ 4 SpA
-Signal Beam
-Wish/ Fake Tears
-Hydro Pump
-Toxic

Vaporeon is a wall, plain and simple. The problem with this pairing is that Electric attacks hit the both of them, forcing you to switch BOTH members when a potential electric attacker arrives, and because you're in the OU, there's Magnezone and others to worry about (not to mention in double battles, Jolteon and Electrivire can be potentially deadly since both can use Discharge to hit both of yours while healing and speeding up themselves; granted Trick Room makes it useless, when it runs out, Electrivire will be the fastest thing on the field).

THIRD PAIRING---------
Dusknoir@Leftovers
Abil: Pressure
Nature: Relxaed
Evs:252 HP / 252 Def / 4 SpD
-Trick Room
-Pain Split
-Will-o-Wisp
-Ice Punch

Rampardos@Life Orb
Abil: Mold Breaker
Nature:Brave
Evs:252 HP / 252 Atk / 4 Def
-Head Smash
-Zen Headbut
-Fire Punch
-Hammer Arm/pain split

You're playing Doubles, which means that these two are going to be unable to take the attack that was meant for the other. EQ is going to hit the both of them and hard unless you managed to burn the foe, but there's also Surf to worry about and even Discharge since it paralyzes with a higher chance and hits both of your members.
The problem with Doubles is that you can't just make a 'pairing', you have to have an entwined web of pairings that cover each and every possible situation. What if you came across a Vaporeon and Lapras with Surf? What if you met Aero and Flygon/Salamence with Banded EQ's? It's that sort of thing that makes playing in Doubles a difficult task to do.
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Re: RMT Trick room double - 4 Weeks Ago

The issue with trick room teams is that piorities still move first. I can't evade that. The first pairing was designed so that I can get a trick room set up for others to come in if shuckle falls. If I find that shuckle doesn't work well, I can certainly replace it for Rampardos and change a few of its moves (Zen Headbut to EQ and maybe fire punch if I need it)

I will consider changing the second pair. Only problem is that I need a somewhat good special sweeper in that spot and something that can learn trick room. Slowking was my first idea and so I went with it for a while. I am currently looking for a new pairing ATM (Thinking heatran and maybe some kind of ground counter)

I might be wrong, but I thought that when the mold breaker ability was on the field, all type imunities were canceled. If i was, i will probably rework that team in which I can find a better partner for dusknoir


I am looking for a sprite animation if anyone would be willing to do it contact me

OR if someone can explain the capturing process to me on windows movie maker, that would be ok too

YOSHI RULES!!!!!
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Re: RMT Trick room double - 4 Weeks Ago

Quote:
Originally Posted by Yoshi500x8 View Post
The issue with trick room teams is that piorities still move first. I can't evade that. The first pairing was designed so that I can get a trick room set up for others to come in if shuckle falls. If I find that shuckle doesn't work well, I can certainly replace it for Rampardos and change a few of its moves (Zen Headbut to EQ and maybe fire punch if I need it)

I will consider changing the second pair. Only problem is that I need a somewhat good special sweeper in that spot and something that can learn trick room. Slowking was my first idea and so I went with it for a while. I am currently looking for a new pairing ATM (Thinking heatran and maybe some kind of ground counter)

I might be wrong, but I thought that when the mold breaker ability was on the field, all type imunities were canceled. If i was, i will probably rework that team in which I can find a better partner for dusknoir
Psychic doesn't hit that many types however, so you're best bet is Fire Punch if NOTHING else, but seeing as how TTar can't live through a single Bullet Punch from Scizor, I doubt anything else can if it isn't as defensive as TTar which means EQ is the way to go.

Heatran is a good idea. With 0 IV's and a Speed reducing nature, it has a speed of 143 which will allow it to outrun almost anything with Trick Room up, which means you can go on a total rampage with LO and a Sp. Atk+/Speed- nature for devastating results. Heat Wave is a good attack, and if you can get Magmortar or Entei, you can teach them Lava Plume which will boost Heatran's attack as well, and with Heat Wave, you can have an attack with 225 power coming from something with a Sp. Attack power of 591 hitting both of the opponents. Flareon is another possible user since it can operate similarly to Heatran, and the both use Lava Plume to hit with a base 160 to both opponents and Flareon Spec'd goes to 475, and with Sunny Day somehow active, the move will go from 160 to 240 (while Heat Wave will go to 337), and because Flareon can also use Helping Hand, you could have it use it to help keep Heat Wave going strong with 506 power, which ends up out-powering both uses of Lava Plume. You can play around with that idea, and you'd deal insane amounts of damage as well if you really think about things through.

Mold Breaker ONLY nulls the opponents ability. While it can then hit Gengar for SE damage with EQ, and weaken Scizor's Bullet Punch, it's effects are limited due to it's unfortunate typing as a Rock type.



Thanks to AnaBanana for the sig :D
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Re: RMT Trick room double - 4 Weeks Ago

Hmm I see your point about rampardos so I might just change it to something else. Need to think of some kind of new physical sweeper or revenge killer in replace of it(just off the top of my head, I am thinking exploding metagross w/ Magnet rise and placing EQ on dusknoir)

I think I might go with Magmortar due to better SpA stat and fairly decent speed if I have Trick room up. Also, it can counter some of Heatrans issues like water with tbolt and ground with HP Ice. Flareon can't do that. Might try this

Heatran@Life Orb
Abil: Flash fire
Evs:252 hp/ 252 SpA / 4 def
Nature: Quiet
-Heat Wave
-Earth Power
-Solar Beam
-Protect

Magmortar@Leftovers
Abil: Flame Body
Evs: 252 hp/ 252 SpA / 4 def
Nature: Quiet
-Lava Plume
-Thunderbolt
-HP Ice
-Sunny day

An attempted twist that maybe will work to my advantage. If these two ever come out as a pair, Magmortar uses SD while heatran protects. Assuming that magmortar survives, I can use lava plume to help boost heatran's fire power and attack the opponents, Heatran will use heatwave (or now that sunny day is up Solar beam). Magmortar can counter heatran's weaknesses while heatran is dishing out massive damage (again hopefully)


I am looking for a sprite animation if anyone would be willing to do it contact me

OR if someone can explain the capturing process to me on windows movie maker, that would be ok too

YOSHI RULES!!!!!
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Re: RMT Trick room double - 4 Weeks Ago

^That is another good choice, but in that case, you may want to go with Heat Rock over Leftovers for Magmortar. Keep Flareon in mind though, I did some calcs and Blissey, Vaporeon, Milotic, Kyogre, Tyranitar, and in general anything that resists Fire by 4x are the only things that won't be OHKO'd by Heat Wave after all has been said and done with SR support, and even then, baring Kyogre, TTar, and those that resist Fire by 4x can be OHKO'd with Toxic Spikes or regular Spikes even. The calcs were done with max sp. def and HP in mind, however, so if Blissey isn't packing any Sp. Def EVs for whatever reason, you have a better chance of OHKOing it, along with Vaporeon, and Milotic (Kyogre beats the plan down too much though, by resisting Fire, the loss of power gained through sunny day, the loss of power through rain, and a giant Sp. Def stat to crawl through, and the 4x resistance is enough to weaken the blow enough to barely even 3HKO most of the time; TTar is an odd exception and example, it gets rid of the power boost from Sunny Day thanks to Sand Stream, and resists Fire as well as getting a boost to it's Sp. Def from sand, but if the weather is somehow Sunny and you still get Helping Hand, it CAN be OHKO'd, but given the circumstances, you'd have either switched or died by then).



Thanks to AnaBanana for the sig :D
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Re: RMT Trick room double - 4 Weeks Ago

Ya, assuming that I don't have trick room up, flareon would definatly be the way to go. However, I am assuming that I do have trick room up so that magmortar would be the faster. Also, flareon doesn't have a good SpA stat in comparison to Magmortar and if I am using more SpA moves(lava plume and such) I would be better off with more SpA power. I did assume that I would have problems with water and some of the other 4x resistance and so I added some moves onto Heatran and Magmortar to counter. Heatran has a grass move and Magmortar has an electric move to counter water problem with heatran. For Tyranitar and other fire types, Heatran has a ground type move. Magmortar doesn't have anything to hit them badly with but I could change HP Ice to focus blast. I am not to thrilled about changing it due to really low accuracy and I could get hit badly from ground types.

I have been doing some thinking and I have decided to go with a Sczior in place of rampardos. If I feel that a fire move will be used, switch and come out with heatran.
try a set like this maybe

Scizor@Life Orb
Nature: Brave
Abil:Technician
Evs: 252 hp/ 252att /4 Spe
-u-turn
-Bullet Punch
-Roost
-Bug Bite/night slash???

Didn't know what to put in the last slot. BTW this will be paired with dusknoir. U-turn when in danger and to hit dark types.Bullet punch for a nice 60 base power priority STAB move. Roost to heal to add more life orb uses. I though about night slash to cover the other weakness of dusknoir but IDK. Bugbite would be a 135 bug power move but it isn't that effective against many types.


I am looking for a sprite animation if anyone would be willing to do it contact me

OR if someone can explain the capturing process to me on windows movie maker, that would be ok too

YOSHI RULES!!!!!
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Re: RMT Trick room double - 3 Weeks Ago

updated with my new changes
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