Post by SkinnyGreenMan on Dec 17, 2004 21:53:30 GMT -5
Whenever I plan a team, I like it to revolve around one or two pokemon, with the rest of the team strengthening that one or two. This team revolves around Shedinja, and its pretty annoying to run into. Some teams totaly obliterate me, and some are totaly oblierated by me.
Alrightey, well, here is my team:
Shedinja@lum Berry
Trait: Wonder Guard
Nature: Adamant
EVs: 255 Atk, 255 Speed
Shadow Ball
Silver Wind
Aerial Ace
Protect
The center of my team. I start off with a protect, but as you may see, T-tar could really mess me up here. If my opponent uses a move that can hurt Shedinja, I swich to one of my 5 other pokemon, if not, I blast my opponent with my three sweeping moves.
--
Slaking@leftovers
Trait: Traunt
Narute: Adamant
EVs: 252 Atk, 252 Speed, 6 HP
Hyper Beam
Earthquake
Shadow Ball
Bulk Up
In 2V2, slaking's Earthquake helps because it doesn't hurt Shedinja. Slaking has a 100% Resistance to Ghost type attacks, so I can swich off from shedinja when I predict a ghost move. Hyper Beam is deadly to anything except Rock, Steel, and Ghost. I use Earthquake on the first two, then Shadow Ball on the other. Bulk up is a filler move, but it helps if I get burnt.
--
Kingdra@leftovers
Trait: Swift Swim
Nature: Modest
EVs: 252 Sp.A, 252 HP, 6 Def
Surf
Ice Beam
Attract
Rain Dance
Kingdra fends off the fire types. If someone uses a Fire move on Shedinja, I can swich to kingdra to null the damage. Rain Dance gets rid of Hail and Sandstorm, both of which would be fatal to Shedinja. It also acrivates Swift Swim, and Kingdra can survive long enough to take just about anything out, because its only weakness is dragon. Attract helps buy me even more time. Surf and Ice Beam are there for damage .
--
Magneton@quick Claw
Trait: Magnet Pull
Nature: Modest
EVs: 252 Sp.A, 252 HP, 6 Sp.D
Thunder
HP Ice
Rain Dance
Thunder Wave
Magneton is probably the least effective member of my team due to its low speed and its many weaknesses, namely ground, and a lot of the flying pokemon have ground moves (Aero, Skarm, etc.). It does have the ability to supprize Ground pokemon with HP Ice, and it can Rain Dance away Sandstorm and Hail. It usualy gets a Thunder Wave off before dieing, so I guess its usefull. It protects shedinja against Flying type moves.
--
Steelix@lefotvers
Trait: Rock Head
Nature: Sassy
EVs: 252 Sp.D, 252 HP, 6 Atk
Earthquake
Rock Slide
Toxic
Roar
Steelix is my tank/psuedohazer. Its weakness to Ground really gives it a disadvantage, but it still works, and it can take over for magneton if magneton faints. It is there to block Rock type attacks from Shedinja. Earhtquake is its main attack move, and Rock Slide takes out the rest. I am wondering if I should get rid of Toxic for Double-Edge, because he has Rock Head, but I'm not sure.
--
Hitmontop@leftovers
Trait: Intimidate
Nature: Adamant
EVs: 252 Atk, 252 HP, 6 Def
Triple Kick
Mach Punch
Rock Slide
Rapid Spin
Hitmontop raps up the team with its dark-type blocking abilities. Mach Punch takes out Reversal/Flail users, Triple Kick takes out Sub., Rapid Spin pritects Shedinja from Spikes, and Rock Slide helps supprize Flying pokemon.
----
Alrightey, well, here is my team:
Shedinja@lum Berry
Trait: Wonder Guard
Nature: Adamant
EVs: 255 Atk, 255 Speed
Shadow Ball
Silver Wind
Aerial Ace
Protect
The center of my team. I start off with a protect, but as you may see, T-tar could really mess me up here. If my opponent uses a move that can hurt Shedinja, I swich to one of my 5 other pokemon, if not, I blast my opponent with my three sweeping moves.
--
Slaking@leftovers
Trait: Traunt
Narute: Adamant
EVs: 252 Atk, 252 Speed, 6 HP
Hyper Beam
Earthquake
Shadow Ball
Bulk Up
In 2V2, slaking's Earthquake helps because it doesn't hurt Shedinja. Slaking has a 100% Resistance to Ghost type attacks, so I can swich off from shedinja when I predict a ghost move. Hyper Beam is deadly to anything except Rock, Steel, and Ghost. I use Earthquake on the first two, then Shadow Ball on the other. Bulk up is a filler move, but it helps if I get burnt.
--
Kingdra@leftovers
Trait: Swift Swim
Nature: Modest
EVs: 252 Sp.A, 252 HP, 6 Def
Surf
Ice Beam
Attract
Rain Dance
Kingdra fends off the fire types. If someone uses a Fire move on Shedinja, I can swich to kingdra to null the damage. Rain Dance gets rid of Hail and Sandstorm, both of which would be fatal to Shedinja. It also acrivates Swift Swim, and Kingdra can survive long enough to take just about anything out, because its only weakness is dragon. Attract helps buy me even more time. Surf and Ice Beam are there for damage .
--
Magneton@quick Claw
Trait: Magnet Pull
Nature: Modest
EVs: 252 Sp.A, 252 HP, 6 Sp.D
Thunder
HP Ice
Rain Dance
Thunder Wave
Magneton is probably the least effective member of my team due to its low speed and its many weaknesses, namely ground, and a lot of the flying pokemon have ground moves (Aero, Skarm, etc.). It does have the ability to supprize Ground pokemon with HP Ice, and it can Rain Dance away Sandstorm and Hail. It usualy gets a Thunder Wave off before dieing, so I guess its usefull. It protects shedinja against Flying type moves.
--
Steelix@lefotvers
Trait: Rock Head
Nature: Sassy
EVs: 252 Sp.D, 252 HP, 6 Atk
Earthquake
Rock Slide
Toxic
Roar
Steelix is my tank/psuedohazer. Its weakness to Ground really gives it a disadvantage, but it still works, and it can take over for magneton if magneton faints. It is there to block Rock type attacks from Shedinja. Earhtquake is its main attack move, and Rock Slide takes out the rest. I am wondering if I should get rid of Toxic for Double-Edge, because he has Rock Head, but I'm not sure.
--
Hitmontop@leftovers
Trait: Intimidate
Nature: Adamant
EVs: 252 Atk, 252 HP, 6 Def
Triple Kick
Mach Punch
Rock Slide
Rapid Spin
Hitmontop raps up the team with its dark-type blocking abilities. Mach Punch takes out Reversal/Flail users, Triple Kick takes out Sub., Rapid Spin pritects Shedinja from Spikes, and Rock Slide helps supprize Flying pokemon.
----