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Tsumiki
25th January 2011, 1:54 PM
~At a Glance~

http://static.marriland.com/images/bw/sprites/front/norm/598_nattorei_front_norm.pnghttp://static.marriland.com/images/bw/sprites/front/norm/625_kirikizan_front_norm.pnghttp://static.marriland.com/images/bw/sprites/front/norm/637_urugamosu_front_norm.pnghttp://static.marriland.com/images/bw/sprites/front/norm/395_empoleon_front_norm.pnghttp://static.marriland.com/images/bw/sprites/front/norm/232_donphan_front_norm.pnghttp://static.marriland.com/images/bw/sprites/front/norm/518_mushaana_front_norm.png

~In Depth~

http://static.marriland.com/images/bw/sprites/front/norm/598_nattorei_front_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/598_nattorei_back_norm.png
Nattorei@Leftovers/Rusty Helmet
Ability: Steel Thorns
Nature: Brave
~Curse
~Power Whip/Seed Bomb
~Gyro Ball
~Level Ground/Explosion


Curse boosts it's Attack and Defense at the cost of lowering it's Speed, which is beneficial to Gyro Ball, which is it's main Attacking move.
Power Whip/Seed Bomb acts as it's Grass STAB move, being a choice between Power or Accuracy.
Level Ground offers Nattorei a counter against Fire types, who threaten it's life while Explosion is to go BOOM!
Lefties is the main item of choice, while Rusty Helmet is a fun, semi-gimmicky choice.
http://static.marriland.com/images/bw/sprites/front/norm/625_kirikizan_front_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/625_kirikizan_back_norm.png

Kirikizan@Muscle Band
Ability: Inner Focus
Nature: Jolly
~Sucker Punch
~Brick Break
~Psycho Cut
~Swords Dance

Swords Dance raises it's Attack to epic levels.
Brick Break hits opposing Dark types who wall it. It also gives excellent coverage alongside Dark.
Psycho Cut counters Fighting who threaten it.
Muscle Band is used because it's too frail to make use of Leftie's recovery.

http://static.marriland.com/images/bw/sprites/front/norm/637_urugamosu_front_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/637_urugamosu_back_norm.png

Urugamosu@Leftovers
Ability: Flame Body
Nature: Timid
~Flamethrower
~Bug Buzz
~Butterfly Dance
~Hidden Power [Ground]


Butterfly Dance is nice, boosting it's SpA, SpD and Spe by +1 each. Flamethrower and Bug Buzz are it's dual STAB moves.
Hidden Power [Ground] helps it counter it's Rock Weakness.

http://static.marriland.com/images/bw/sprites/front/norm/395_empoleon_front_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/395_empoleon_back_norm.png

Empoleon@Leftovers
Ability: Torrent
Nature: Modest
~Agility
~Surf
~Ice Beam
~Grass Knot

Agility is pretty much self-explanatory, so yeah.
Surf is the main STAB move.
Ice Beam is for the general coverage.
Grass Knot counters Waters who otherwise wall her.

http://static.marriland.com/images/bw/sprites/front/norm/232_donphan_front_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/232_donphan_back_norm.png

Donphan@Choice Band
Ability: Sturdy
Nature: Adamant
~Earthquake
~Rock Slide/Stone Edge
~Ice Shard
~Seed Bomb


Earthquake is it's STAB move, with a nice 225 BP, factoring STAB and Choice Band
Rock Slide/Stone Edge give it QuakeEdge coverage which is nice.
Ice Shard is a priority move to counter Grass types.
Seed Bomb is used to counter Waters.

http://static.marriland.com/images/bw/sprites/front/norm/518_mushaana_front_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/518_mushaana_back_norm.png

Musharna@Leftovers
Ability: Synchronze
Abilty: Modest
~Psychic
~Calm Mind
~Shadow Ball
~Hidden Power [Fighting]


Calm Mind is a +1 to it's Special stats.
Psychic is it's main STAB, being used over Psycho Shock because I can.
Shadow Ball is it's way to counter opposing Ghosts.
Hidden Power [Fighting] counters Dark types.

~Last Look~

http://pokemon.marriland.com/images/bw/sprites/back/norm/598_nattorei_back_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/625_kirikizan_back_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/637_urugamosu_back_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/395_empoleon_back_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/232_donphan_back_norm.pnghttp://pokemon.marriland.com/images/bw/sprites/back/norm/518_mushaana_back_norm.png

Aurath8
25th January 2011, 6:50 PM
Iron Head/Psycho Cut could go for Brick Break for steels and other darks like Sazandora. Fighting/Dark also gets epic coverage. Other than that everything seems fine.

peacemaker987
25th January 2011, 8:36 PM
Nattorei really has no need for Power Whip, Gyro Ball is already you beast move and lame accuracy is just horrible. Stick with Seed Bomb.

Earthquake is 225 with CB iirc.

LaLaLa...Don't you mean 라라라? Which reminds me... GET ON MSN

Kerech
25th January 2011, 11:35 PM
STAB Surf > Super effective HP[Anything]. Go Grass Knot or Substitute. Also, hai.

Tsumiki
26th January 2011, 2:29 AM
Iron Head/Psycho Cut could go for Brick Break for steels and other darks like Sazandora
I'd agree, but the 4x weakness to Fighting really gets to me, so I'll keep Psycho Cut. Over Iron Head, then.


Nattorei really has no need for Power Whip, Gyro Ball is already you beast move and lame accuracy is just horrible. Stick with Seed Bomb.
Meeh. Power Whip, because I can.


Earthquake is 225 with CB iirc.

Shut up.


LaLaLa...Don't you mean 라라라? Which reminds me... GET ON MSN

Screw you and Google Translator. I was on, but you weren't.


STAB Surf > Super effective HP[Anything]. Go Grass Knot or Substitute
Well, HP [Electric]>Surf on Waters, but Grass Knot handles that, so whee.

Noctourniquet
26th January 2011, 2:41 AM
Power Whip, because I can.

Good call. The large increase on Power Whip's base power and its usable PP is fine justification for its use > Seed Knot.


Well, HP [Electric]>Surf on Waters, but Grass Knot handles that, so whee.

I disagree. HP[Electric] > Grass Knot. You get BoltBeam coverage with the former, and Grass Knot requires your opponent to be at least mildly heavy for it to do any significant damage and even then it'll mostly only be 10 over what HP[Electric] can do. Starmie, for example, will just take one look and laugh, and when Starmie is one of the few threatening Waters to Empoleon, you will need to be able to kill it pretty well.


Hidden Power [Grass] > [Ground] on Urugamosu because that covers Waters as well as Rocks. Additionally, it hits all of the Ground / Rock types harder than HP[Ground] can.

Rock Slide on Donphan for reliability.


Pretty nice team you've got here.

Mr. Marowak
26th January 2011, 3:14 AM
Good call. The large increase on Power Whip's base power and its usable PP is fine justification for its use > Seed Knot.
Heh heh... Seed Knot... it's Seed Bomb and Grass Knot together!


Pretty nice team you've got here.
Although, Donphan ;232; could (and not always will) support from either Superpower, Poison Jab, or possibly Curse or Avalanche (Can it learn either?) :\

[GS]
26th January 2011, 5:32 AM
I'll second HP [Electric]>Grass Knot for the coverage.

Level Ground>>Explosion imo, as steels also wall
the entire set otherwise.

Good team yo.


Heh heh... Seed Knot... it's Seed Bomb and Grass Knot together!

^ This.

Kerech
27th January 2011, 5:28 AM
**** you guysNattorei is there, so honestly there's no real reason to worry about Water Pokes, generally. Yes, there are exceptions, but still. Honestly, it's not going to pack much of a punch anyway unless it's PetayaPoleon (just sayin'), so I'd honestly, just go with Sub, personally. It's not Ji's play style, but still. And honestly, it's a 50/50 split in damage range, weight-wise. Oh, and while BoltBeam is nice, a Torrented STAB Surf is usually nicer. Base 70 power won't generally cut it with Empoleon's average SpA. So idk, I'd personally take my chances with Grass Knot.

Rawr.

Noctourniquet
27th January 2011, 7:51 PM
Nattorei is there, so honestly there's no real reason to worry about Water Pokes, generally.

One Pokémon being able to handle a certain type doesn't bring about the lack of a need to cover it with something else. Just because Nattorei can handle Water doesn't mean you should switch out to it every time one shows up.


just go with Sub, personally

+1


It's not Ji's play style

+1. Unfortunately.


Oh, and while BoltBeam is nice, a Torrented STAB Surf is usually nicer.

If you're willing to spend all of your time in the 1/3 HP range just to justify not using a notoriously good combo then by all means go ahead. This is even less reliable than Grass Knot.


Base 70 power won't generally cut it with Empoleon's average SpA. So idk, I'd personally take my chances with Grass Knot.

It can cut it when it's needed. And I don't get how switching to GK will fix this problem anyway. As I said before, you're lucky to even hit 80 Base Power with it, and when you consider the stupid number of Basurao you'll be finding, HP[Electric] is the more consistent, overall superior choice. Not to mention that Swanna is another Water type hit much harder with HP[Electric] than GK. Really the only problem that I can see with running HP[Electric] is that Gamageroge will run all over you but in this situation it's better to switch to Nattorei, as you yourself pointed out.

Rawr.

Sceptilo
27th January 2011, 8:16 PM
Did anybody notice that level ground lowers gyro ball's bp? Maybe that could be a problem.

ungulateman
28th January 2011, 1:46 AM
Did anybody notice that level ground lowers gyro ball's bp? Maybe that could be a problem.

The Pokemon hit by Gyro Ball and the Pokemon hit by Level Ground are two seperate groups.

So pretty much gtfo.

PC+1

Kerech
28th January 2011, 5:08 AM
^I c wut he did thar.

@TBR: First, how dare you rawr after me lol. Secondly, you are right about the light Waters in 5th Gen, but neither Swana nor Basurao will be problematic in terms of 5th Gen Waters. Gamageroge is. And other, non-5th Gen Waters. So there's that. Thrid + whatever other numbers come after 3: you say Torrented STAB is bad, so I suppose pardon me for thinking in BT terms, but it wouldn't be that big of an issue if coupled with Sub. Yes, I know how useless that is in-game, but still. Oh, and while neutral coverage is nice, let's not forget that that'll mean next to nothing if you can't inflict decent damage. Base 70 isn't terrible, but this goes back to what I said about Empoleon's mediocre SpA. Also, if she actually makes this team, I know for a fact that she won't be trying to get any sort of HP, so there's that too. So I suppose the only thing I agree on with you here is that being able to switch to a check doesn't mean you necessarily should. So yay for agreement haha.

Rawr. MY rawr (I can't find the right symbol on my phone to claim it...).