The Knight's Forces

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    Midknight
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    The Knight's Forces

    Post by Midknight on Sun Nov 20, 2011 7:39 pm

    Sup all.Midknight here with my main battling team.Most of you already know it pretty well,so this won't be anything new.

    Team Building Process:

    A good first step in making a team if choosing a Lead Pokemon. I wanted something that could give me some early game momentum while still being relevent later on. So I went with the not-so-old reliable Mienshao.


    Next came a Pokemon I've always wanted to use;Mow Rotom.This thing is the bane of every Water-type's existence,thanks to the double super effective STAB and resistence to Water.It can also cripple walls with Trick,which is always handy.


    My next goal was to find something that could set up hazards and take the hits my other Pokemon couldn't.Possible paralysis support couldn't hurt either.I went with the ever popular Ferrothorn,since it could do all the things I wanted it to,as well as smacking around Water-types with STAB Power Whip.



    I have two Grass-types and no resistance to Fire.That's not the best situation to be in.So,I could have picked Infernape.It can easily rip through teams with its physical STAB.Or,I could have picked Heatran,who has that nice immunity to fire thanks to its ability,Flash Fire.So why on Earth did I pick Arcanine?Simple:It does both of those things.



    I will give Heatran and Infernape one thing:They aren't weak to Stealth Rock.So to aid my physical hole-puncher,I picked out Starmie to spin away entry hazards.Starmie can also tackle Rain rather easily,thanks to its Water STAB and access to powerful electric attacks,so it was a done deal for me.



    I originally had Hippowdon in my last place,but it was so hilariously bad I didn't even bother posting it.My replacement has been Chandelure,and boy am I glad I made the change.there are some threats to my team that can almost go through it single-handedly,but thanks to Chandelure,that isn't the case.Some people have been pretty frustrated by it,even to the point of forfeiting the match.Oh well,more wins for me.

    At a Glance-




    Mienshao @ Life Orb
    Ability:Regenerator
    Naive nature (+Speed,-Special Defense)
    EV's:216 Attack/40 Special Attack/252 Speed
    Fake Out
    Hi Jump Kick
    Hidden Power Ice
    U-Turn

    Mienshao here is my lead and surprise Gliscor assassin.It does what all offensive leads do:Fake Out to break sashes,then either kill the opponent or GTFO with U-Turn.HP Ice nets surprise KO's on Gliscor and Salamence,who could cause problems later on in the game.Max Speed to at least tie with opposing Mienshao.40 Special Attack gives a little more power to HP Ice,and the rest go into Attack.Lacking max Attack might seem to be a bad thing,but I don't lose all that much power.I still OHKO frailer Pokemon and even Genesect with Hi Jump Kick.


    Rotom-C @ Choice Scarf
    Ability:Levitate
    Timid Nature (+Speed,-Attack)
    EV's:252 Special Attack/252 Speed/4 HP
    Thunderbolt
    Leaf Storm
    Hidden Power Ice
    Trick

    Mow Rotom works as my wall crippler/Water-type slayer.Almost no Water-type can stand up to this guy one-on-one and come out in one piece.Thunderbolt is my Electric STAB of choice,and I use it if my opponent doesn't have much HP left.Leaf Storm packs an almost godly amount of power,and even some resited hits cause fatal damage.HP Ice is there for Dragons that would otherwise be safe after Mienshao goes down.Special walls would give this set trouble...but I have Trick,which can render them useless the entire game,allowing for an easy kill later on.Maximum Speed is something of a security blanket for me,so a Timid Nature and 252 SPeed EV's were a no brainer.Max Special Attack allows for the easiest Water-slaying possible,and the last 4 EV's go into HP because I have no better place to put them.


    Ferrothorn @ Leftovers
    Ability:Iron Barbs
    Careful Nature (+Special Defense,-Special Attack)
    EV's:252 HP/44 Defense/208 Special Defense
    Thunder Wave
    Stealth Rock
    Spikes
    Power Whip


    Ferrothorn is the hazards-setter-upper and paralysis spreader.Thunder Wave,which I try to never go without,offers the always advantageous Paralysis,which neuters any sweeper looking for easy set up,making them easy prey for the rest of my team.Stealth Rock and Spikes can break Sashes/Sturdy,and make some Pokemon easier to take out.Power Whip is my STAB mvoe of choice for when I get Taunted,and it does plenty of damage to Water-types that come in on certain other members of my team.The EV's are pretty simple,and allow Ferrothorn to take as many different hits as possible.Since being as slow as possible isn't really needed,I went with Careful instead of Sassy,which grants me the small plus of outspeeding other Ferrothorn.


    Arcanine @ Life Orb
    Ability:Flash Fire
    Adamant Nature (+Attack,-Special Attack)
    EV's:252 Attack/252 Speed/4 Special Defense
    Flare Blitz
    Close Combat
    Wild Charge
    Extreme Speed

    I chose Arcanine as my main physical attacker over some OU Fire-type,and I haven't regretted it one bit.I used to have a Choice band,but I found that I needed to be able to switch moves to be truly successful.Switching to Life Orb has saved me a few times,so it stays until I find a reason to change back.I might also go with Jolly,but I don't know what kills I could be missing out on without the power Adamant brings.Flare Blitz is Arcanine's strongest physical STAB move,and does metric boatloads of damage to anything that doesn't resist it.If I get a Flash Fire boost,it can even 2HKO Dragonite.Close COmbat is one of two new toys Arcanine received in Gen 5,and allows it to clear out Rock-types and Heatran,which it couldn't do before without going mixed.Wild Charge is its second gift,and makes Water-types think twice about coming in.Extreme Speed allows Arcanine to pick off faster,worn-down opponents.


    Starmie @ Leftovers
    Ability:Natural Cure
    Timid Nature (+Speed,-Attack)
    EV's:252 Special Attack/252 Speed/4 HP
    Surf
    Psychic
    Thunder
    Rapid Spin


    Arcanine is weak to Stealth Rock.Therefore,something that can get rid of said stones is much appreciated.So,I went with Starmie.I originally had Life Orb on it,but I found Leftovers to be much more beneficial.Surf is basic Water-STAB,meaning Fire-types coming in on Ferrothorn won't be much of an issue.Rapid Spin,as I mentioned before,gets rid of entry hazards that would harm the rest of my team.I have Psychic to get rid of the various Fighting-types running around,since I wouldn't have super effective coverage on them otherwise.I have Thunder instead of Thunderbolt.Why?Because I can't go three battles without seeing Politoed and friends.I might as well use their Rain against them,no?The EV's make Starmie as fast and as strong as possible,with a Timid nature to further boost Speed.


    Chandelure @ Choice Scarf
    Ability:Shadow Tag
    Timid Nature (+Speed,-Attack)
    EV's:252 Special Attack/252 Speed/4 Special Defense
    Shadow Ball
    Overheat
    Energy Ball
    Hidden Power Ground

    In the most sadistic sense of the term,Chandelure is my team's revenge killer.I use this to handle the Pokemon that would otherwise cause severe trouble for my team.Shadow Ball is my Ghost STAB,and is what I use if the other moves aren't necessary.Overheat is my Fire-STAB,and supports the hit-and-run tactics Chandelure does best.Energy Ball is for the odd occurance where Rotom isn't available to maim Water-types.I have HP Ground specifically for non-Balloon Heatran,just in case Starmie goes down.

    A Final Glance-



    Exportable:
    Mienshao (M) @ Life Orb

    Trait: Regenerator

    EVs: 216 Atk / 40 SAtk / 252 Spd

    Naive Nature (+Spd, -SDef)

    - Fake Out

    - Hi Jump Kick

    - Hidden Power [Ice]

    - U-turn



    PsychoMower (Rotom-C) @ Choice Scarf

    Trait: Levitate

    EVs: 4 HP / 252 SAtk / 252 Spd

    Timid Nature (+Spd, -Atk)

    - Thunderbolt

    - Leaf Storm

    - Hidden Power [Ice]

    - Trick



    Ferrothorn (M) @ Leftovers

    Trait: Iron Barbs

    EVs: 252 HP / 48 Def / 208 SDef

    Careful Nature (+SDef, -SAtk)

    - Thunder Wave

    - Stealth Rock

    - Spikes

    - Power Whip



    Arcanine (M) @ Life Orb

    Trait: Flash Fire

    EVs: 252 Atk / 4 SDef / 252 Spd

    Adamant Nature (+Atk, -SAtk)

    - Flare Blitz

    - Close Combat

    - Wild Charge

    - ExtremeSpeed



    Starmie @ Leftovers

    Trait: Natural Cure

    EVs: 4 HP / 252 SAtk / 252 Spd

    Timid Nature (+Spd, -Atk)

    - Surf

    - Psychic

    - Thunder

    - Rapid Spin



    Chandelure (M) @ Choice Scarf

    Trait: Shadow Tag

    EVs: 252 SAtk / 4 SDef / 252 Spd

    Timid Nature (+Spd, -Atk)

    - Shadow Ball

    - Overheat

    - Energy Ball

    - Hidden Power [Ground]
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    quicksilver
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    Re: The Knight's Forces

    Post by quicksilver on Sun Nov 20, 2011 9:34 pm

    The team looks pretty good, though I would'nt really use 2 fire types on the same team. I like how you have HP ice to hit gliscor's, nice.
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    Midknight
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    Re: The Knight's Forces

    Post by Midknight on Sun Nov 20, 2011 11:04 pm

    quicksilver wrote:The team looks pretty good, though I would'nt really use 2 fire types on the same team. I like how you have HP ice to hit gliscor's, nice.

    To be honest,I was a little worried about using two Fire-types at once,but every reason I considered has,for the most part,been taken care of.
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    Nexus
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    Re: The Knight's Forces

    Post by Nexus on Mon Nov 21, 2011 12:00 am

    Honestly, I can't really think of a single pokemon that could cause trouble for this team.
    I don't even know if a Dnite after a DD would raise hell on it. The typings are repetitive, but somehow they fit together like a jigsaw puzzle. Great team. Always a team that I hate to battle :3

    BroTip: I know you said that you wanted the ability to switch moves on Arcanine, but maybe giving it a Choice Scarf could help. You would have the Adamant power and not worry about being outsped very often.
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    Midknight
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    Re: The Knight's Forces

    Post by Midknight on Tue Nov 22, 2011 5:40 pm

    Nexus wrote:Honestly, I can't really think of a single pokemon that could cause trouble for this team.
    I don't even know if a Dnite after a DD would raise hell on it. The typings are repetitive, but somehow they fit together like a jigsaw puzzle. Great team. Always a team that I hate to battle :3

    BroTip: I know you said that you wanted the ability to switch moves on Arcanine, but maybe giving it a Choice Scarf could help. You would have the Adamant power and not worry about being outsped very often.



    For DDNite,I send in Ferrothorn and paralyze it while causing whatever damage I can before I goes down.Then,send in either Mienshao or Rotom-C to kill Nite off with HP Ice.

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    Re: The Knight's Forces

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