I took the stats at level 50.
I often like to do strange things with EV's, if I can get away with it.
Overall, I like my pokemon to be able to take a bit of a beating.
I try to avoid tricks, and instead focus on taking advantage of
weaknesses, both of type and defense stats. I tend to focus
too much on Attack as opposed to Special Attack, but that's just
an accident. I'm very fond of protect, but I'm
still learning how to make best use of it.
I got the EV's off azurilland's Stat Calculator. They match up with the stats, but they're probably just a little bit off.
Scrafty @ Quick Claw
Ability: Moxie
Nature: Brave
EVs: 252 Hp / 252 Atk / 1 Sp.Def / 4 Def / 1 Speed
- Iron Head
- Ice Punch
- Drain Punch
- Protect
I like scrafty because of his high defense.
I tend to try and hit opposing fairy types with iron head
to get rid of them, and that's the main reason why I chose
to give him a quick claw. He's also kind of slow, so quick claw
works wonders with him. I use protect if I'm worried about
the other dood using a pesky fairy type move, as scrafty gets
ruined by those fairly easily. I rely on scrafty quite alot, and
I gave him drain punch in hopes to make him last a bit longer. Ice
punch is just there for whatever opposition might be weak to it.
I send him out when I think he's going to be able to do his job
safely. I try to keep him safe, as he's sort of my trump card.
Archeops @ Leftovers
Ability: Defeatist
Nature: Jolly
EV's: 218 HP / 145 Def / 145 Sp Def. / 1 Atk / 1 Sp. Atk / 4 Speed
-Fly
-Rock Slide
-U-Turn
-Protect
Archeops has abnormally high attack, which I chose not to take further advantage of. Instead, I chose to give him some extra defense, and a bunch of HP.
I always give him leftovers, to help deal with his "Defeatist" ability.
His moveset isn't well thought out, I'm still wondering about whether to replace
Rock Slide with some other thing, as well as U-Turn with some other thing. Protect is
mostly to stall for leftovers to recover HP. Fly is also partly to stall to recover HP,
but I don't use it if I'm worried about smack down, or thunder. This archeops is
a favourite of mine, and I can often rely on him to not get destroyed too easily.
As a side note, I think it's adorable that he gets discouraged when below 50% HP.
Sharpedo @ Sharpedonite
Ability: Speed Boost
Nature: Docile
EV's: 252 HP / 252 Speed / 6 Atk / 0 Sp.Atk / 0 Sp.Def / 0 Def
-Waterfall
-Dive
-Surf
-Protect
I made this Sharpedo a really long time ago, and I'm fairly sure I'm going to redo
him before long. I gave him 3 water moves, partly because I wanted him to
to be able to double as an HM slave, but it actually worked out rather
smoothly. I gave him surf to better harm pokemon like Steelix, who have high defense,
but less high Special Defense. Dive is fairly situational, I use it to try and keep the other person guessing. Waterfall is just to deal damage, I don't rely on
the flinch effect actually working, but it's a nice bonus. I like to have him
as my Mega-Evolution, but only because he's the only one who can.
He can be really helpful, but in general I just throw him out
to see what kind of damage he can do. He needs the most revision out of my whole
team, but I'm kind of afraid to touch him because he's done me very well.
Luxray @ Scope Lens
Ability: Intimidate
Nature: Lax
EV's: 215 Def / 90 HP / 90 ATK / 1 Speed / 4 Sp.Def / 1 Sp.Atk
-Crunch
-Fire Fang
-Thunder Fang
-Protect
I'm not sure if Luxray is really the best choice for what I'm using him for,
but he seems to work nicely. He's not very strategic, honestly. I like to
swap him out and put him back in sometimes to make use of Intimidate, but I mostly
just have him use the most appropriate attack in a given situation, using protect
to attempt wasting opposing attacks. His pure electric type is nice for a
sturdy pokemon, as he's only weak to ground attacks. I only gave him a scope lens
because I didn't know what else to give him. I rely on him when I don't have any
plan of attack ready.
Vileplume @ Rocky Helmet
Ability: Effect Spore
Nature: Relaxed
EV's: 252 HP / 252 Sp.Atk / 1 Def / 1 Sp.Def / 4 Speed 0 Atk
-Venoshock
-Grass Knot
-Dazzling Gleam
-Protect
I made myself a Vileplume to fill a void in my squad. I usually like to send her
out when I'm expecting opposition that relies on direct attacks. I'm almost ready to give up on Rocky Helmet, and just use a black sludge like a normal person. I only ever send her out if I know exactly what she's going to try and do. I can
never decide whether I like Grass Knot or Giggle Drain better. I'm also not sure about Venoshock, but I feel like it's always about to be really useful when I think
about removing it. I'd replace it with Sludge Bomb, probably.
Greninja @ No Item
Ability: Protean
Nature: Quirky
EV's: 252 HP / 252 Atk / 1 Def / 1 Sp.Def / 4 Speed / 0 Sp.Atk
-Thief
-Dig
-Gunk Shot
-Protect
To me, Protean Greninja is mandatory in nearly any team. I try to use him intelligently, but I have a hard time with that. I usually try use thief to get
an opposing sitrus berry, or a leftovers, if possible. I use him to deal damage, mostly. He's another pokemon I send out when I'm not exactly sure what's going on.
I'm aware this team isn't optimized, but that's okay. I can usually put up a really
good fight, but I almost always lose. I tend to be very patient, which my team
was built to complement. In general, this team is intended to stand toe-to-toe
with the opposition. This often serves me well, but usually not well enough.
I tested this team against the Super Single Battle course, and Super Double Battle
course in the battle maison, mostly. They do okay there, I win anywhere between 5-13 battles in a row before something horrible happens. I've done some online battles too with all of them, but not all at the same time. I have a hard time
finding online battles. Personally, I think I
just need to pay more attention and get more practice.
This team isn't exactly intended for a specific mode of play.
I often like to do strange things with EV's, if I can get away with it.
Overall, I like my pokemon to be able to take a bit of a beating.
I try to avoid tricks, and instead focus on taking advantage of
weaknesses, both of type and defense stats. I tend to focus
too much on Attack as opposed to Special Attack, but that's just
an accident. I'm very fond of protect, but I'm
still learning how to make best use of it.
I got the EV's off azurilland's Stat Calculator. They match up with the stats, but they're probably just a little bit off.
Scrafty @ Quick Claw
Ability: Moxie
Nature: Brave
EVs: 252 Hp / 252 Atk / 1 Sp.Def / 4 Def / 1 Speed
- Iron Head
- Ice Punch
- Drain Punch
- Protect
I like scrafty because of his high defense.
I tend to try and hit opposing fairy types with iron head
to get rid of them, and that's the main reason why I chose
to give him a quick claw. He's also kind of slow, so quick claw
works wonders with him. I use protect if I'm worried about
the other dood using a pesky fairy type move, as scrafty gets
ruined by those fairly easily. I rely on scrafty quite alot, and
I gave him drain punch in hopes to make him last a bit longer. Ice
punch is just there for whatever opposition might be weak to it.
I send him out when I think he's going to be able to do his job
safely. I try to keep him safe, as he's sort of my trump card.
Archeops @ Leftovers
Ability: Defeatist
Nature: Jolly
EV's: 218 HP / 145 Def / 145 Sp Def. / 1 Atk / 1 Sp. Atk / 4 Speed
-Fly
-Rock Slide
-U-Turn
-Protect
Archeops has abnormally high attack, which I chose not to take further advantage of. Instead, I chose to give him some extra defense, and a bunch of HP.
I always give him leftovers, to help deal with his "Defeatist" ability.
His moveset isn't well thought out, I'm still wondering about whether to replace
Rock Slide with some other thing, as well as U-Turn with some other thing. Protect is
mostly to stall for leftovers to recover HP. Fly is also partly to stall to recover HP,
but I don't use it if I'm worried about smack down, or thunder. This archeops is
a favourite of mine, and I can often rely on him to not get destroyed too easily.
As a side note, I think it's adorable that he gets discouraged when below 50% HP.
Sharpedo @ Sharpedonite
Ability: Speed Boost
Nature: Docile
EV's: 252 HP / 252 Speed / 6 Atk / 0 Sp.Atk / 0 Sp.Def / 0 Def
-Waterfall
-Dive
-Surf
-Protect
I made this Sharpedo a really long time ago, and I'm fairly sure I'm going to redo
him before long. I gave him 3 water moves, partly because I wanted him to
to be able to double as an HM slave, but it actually worked out rather
smoothly. I gave him surf to better harm pokemon like Steelix, who have high defense,
but less high Special Defense. Dive is fairly situational, I use it to try and keep the other person guessing. Waterfall is just to deal damage, I don't rely on
the flinch effect actually working, but it's a nice bonus. I like to have him
as my Mega-Evolution, but only because he's the only one who can.
He can be really helpful, but in general I just throw him out
to see what kind of damage he can do. He needs the most revision out of my whole
team, but I'm kind of afraid to touch him because he's done me very well.
Luxray @ Scope Lens
Ability: Intimidate
Nature: Lax
EV's: 215 Def / 90 HP / 90 ATK / 1 Speed / 4 Sp.Def / 1 Sp.Atk
-Crunch
-Fire Fang
-Thunder Fang
-Protect
I'm not sure if Luxray is really the best choice for what I'm using him for,
but he seems to work nicely. He's not very strategic, honestly. I like to
swap him out and put him back in sometimes to make use of Intimidate, but I mostly
just have him use the most appropriate attack in a given situation, using protect
to attempt wasting opposing attacks. His pure electric type is nice for a
sturdy pokemon, as he's only weak to ground attacks. I only gave him a scope lens
because I didn't know what else to give him. I rely on him when I don't have any
plan of attack ready.
Vileplume @ Rocky Helmet
Ability: Effect Spore
Nature: Relaxed
EV's: 252 HP / 252 Sp.Atk / 1 Def / 1 Sp.Def / 4 Speed 0 Atk
-Venoshock
-Grass Knot
-Dazzling Gleam
-Protect
I made myself a Vileplume to fill a void in my squad. I usually like to send her
out when I'm expecting opposition that relies on direct attacks. I'm almost ready to give up on Rocky Helmet, and just use a black sludge like a normal person. I only ever send her out if I know exactly what she's going to try and do. I can
never decide whether I like Grass Knot or Giggle Drain better. I'm also not sure about Venoshock, but I feel like it's always about to be really useful when I think
about removing it. I'd replace it with Sludge Bomb, probably.
Greninja @ No Item
Ability: Protean
Nature: Quirky
EV's: 252 HP / 252 Atk / 1 Def / 1 Sp.Def / 4 Speed / 0 Sp.Atk
-Thief
-Dig
-Gunk Shot
-Protect
To me, Protean Greninja is mandatory in nearly any team. I try to use him intelligently, but I have a hard time with that. I usually try use thief to get
an opposing sitrus berry, or a leftovers, if possible. I use him to deal damage, mostly. He's another pokemon I send out when I'm not exactly sure what's going on.
I'm aware this team isn't optimized, but that's okay. I can usually put up a really
good fight, but I almost always lose. I tend to be very patient, which my team
was built to complement. In general, this team is intended to stand toe-to-toe
with the opposition. This often serves me well, but usually not well enough.
I tested this team against the Super Single Battle course, and Super Double Battle
course in the battle maison, mostly. They do okay there, I win anywhere between 5-13 battles in a row before something horrible happens. I've done some online battles too with all of them, but not all at the same time. I have a hard time
finding online battles. Personally, I think I
just need to pay more attention and get more practice.
This team isn't exactly intended for a specific mode of play.
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