Bellsprout
New member
So, now that the competitive game has been well-established (and I slowly eke my way into it), I'm curious as to what people are prone to using. What pokémon do you keep in the stables? Cool/funny nicknames? Interesting move sets? Unique EV spreads? Looking for a bit of inspiration as well as trying simply to sate my curiosity.
I only have five around thus far, and some of them still need tweaking.
Seraph
Impish/Marvel Scale @ Eviolite
252 HP / 44 DEF / 212 S.DEF
Dragon Tail / Dragon Dance / Iron Tail / Rest
My main tank and oft-time pseudo-Hazer. No one ever seems to know how to open against Seraph, so Dragon Dance is almost always an easy start that helps Iron Tail (chain bred from Aggron and Druddigon) keep Fairy- and Ice-types honest. With Eviolite and a Marvel Scale-activating Rest that raise Defense to 285 (Lv50 stats), this thing walls physical attackers all day and throws them out without much regard with Dragon Tail. Has proven very difficult to take down with anything short of Ice Beam and Moonblast.
Purple Haze
Timid/Infiltrator @ King's Rock
6 HP / 252 S.ATT / 252 SPD
Toxic / Air Slash / Hypnosis / Dark Pulse
This one was more an experiment with Infiltrator and King's Rock than anything else. Air Slash and Dark Pulse work nicely in conjunction with the held item, especially through Substitutes and/or Light Screens. Toxic/Hypnosis and max SPD make this a great lead, even against an unlikely Safeguard. One big criticism, however, is the low defense stats that make it frequently susceptible to one-shots, but Hypnosis has been surprisingly accurate in test battles thus far to bail it out.
Artorius
Adamant/Guts @ Toxic Orb
6 HP / 252 ATT / 252 SPD
Wild Charge / Crunch / Ice Fang / Thunder Wave
My only dedicated physical attacker so far. There isn't much strategy to this Luxray except to be careful about when to bring it in. I opt for Toxic Orb over Flame Orb due to the lower residual damage for the first two turns after it activates, allowing slightly more wiggle room for Wild Charge's recoil. Thunder Wave is great for catching the opponent on a hard switch and then doling out oodles of damage with speed advantage.
COME AT ME!
Sassy/Iron Barbs @ Rocky Helmet
252 HP / 128 DEF / 128 S.DEF
Leech Seed / Thunder Wave / Spikes / Power Whip
Potent mixed wall with lots of staying power. Recently battled an uber-n00b, and this thing lasted through Rayquaza, Yveltal and Mega-Scizor before Giratina could finally take it out. Considering heavily on trading up from Spikes to Stealth Rock, but otherwise this thing is solid with very few complaints beyond Power Whip's accuracy (which doesn't frequently come into play). Leech Seed and T-Wave keep Ferrothorn in one-on-one matches for a good, long while. By far my favorite.
Whiskers
Jolly/Regenerator @ Leftovers
6 HP / 252 ATT / 252 SPD
Fake Out / U-turn / Drain Punch / Protect
An updated model of my very first IV-bred/EV-trained pokémon ever. This one has sentimental value more than anything, but I find it extremely worthwhile in situations that call for stalling out a Toxic'd opponent. Fake Out and Protect after a switch-in pans out to at least 18.75% damage from Toxic alone. U-turn prompts Regenerator and reactivates the chance for Fake Out. Drain Punch keeps its HP up at a good clip against most anything. This one is good at annoying opponents and whittling down tougher walls and stalls. Considering swapping out Leftovers for Focus Sash to give it a better chance against speedy Psychic-types.
I only have five around thus far, and some of them still need tweaking.
Seraph
Impish/Marvel Scale @ Eviolite
252 HP / 44 DEF / 212 S.DEF
Dragon Tail / Dragon Dance / Iron Tail / Rest
My main tank and oft-time pseudo-Hazer. No one ever seems to know how to open against Seraph, so Dragon Dance is almost always an easy start that helps Iron Tail (chain bred from Aggron and Druddigon) keep Fairy- and Ice-types honest. With Eviolite and a Marvel Scale-activating Rest that raise Defense to 285 (Lv50 stats), this thing walls physical attackers all day and throws them out without much regard with Dragon Tail. Has proven very difficult to take down with anything short of Ice Beam and Moonblast.
Purple Haze
Timid/Infiltrator @ King's Rock
6 HP / 252 S.ATT / 252 SPD
Toxic / Air Slash / Hypnosis / Dark Pulse
This one was more an experiment with Infiltrator and King's Rock than anything else. Air Slash and Dark Pulse work nicely in conjunction with the held item, especially through Substitutes and/or Light Screens. Toxic/Hypnosis and max SPD make this a great lead, even against an unlikely Safeguard. One big criticism, however, is the low defense stats that make it frequently susceptible to one-shots, but Hypnosis has been surprisingly accurate in test battles thus far to bail it out.
Artorius
Adamant/Guts @ Toxic Orb
6 HP / 252 ATT / 252 SPD
Wild Charge / Crunch / Ice Fang / Thunder Wave
My only dedicated physical attacker so far. There isn't much strategy to this Luxray except to be careful about when to bring it in. I opt for Toxic Orb over Flame Orb due to the lower residual damage for the first two turns after it activates, allowing slightly more wiggle room for Wild Charge's recoil. Thunder Wave is great for catching the opponent on a hard switch and then doling out oodles of damage with speed advantage.
COME AT ME!
Sassy/Iron Barbs @ Rocky Helmet
252 HP / 128 DEF / 128 S.DEF
Leech Seed / Thunder Wave / Spikes / Power Whip
Potent mixed wall with lots of staying power. Recently battled an uber-n00b, and this thing lasted through Rayquaza, Yveltal and Mega-Scizor before Giratina could finally take it out. Considering heavily on trading up from Spikes to Stealth Rock, but otherwise this thing is solid with very few complaints beyond Power Whip's accuracy (which doesn't frequently come into play). Leech Seed and T-Wave keep Ferrothorn in one-on-one matches for a good, long while. By far my favorite.
Whiskers
Jolly/Regenerator @ Leftovers
6 HP / 252 ATT / 252 SPD
Fake Out / U-turn / Drain Punch / Protect
An updated model of my very first IV-bred/EV-trained pokémon ever. This one has sentimental value more than anything, but I find it extremely worthwhile in situations that call for stalling out a Toxic'd opponent. Fake Out and Protect after a switch-in pans out to at least 18.75% damage from Toxic alone. U-turn prompts Regenerator and reactivates the chance for Fake Out. Drain Punch keeps its HP up at a good clip against most anything. This one is good at annoying opponents and whittling down tougher walls and stalls. Considering swapping out Leftovers for Focus Sash to give it a better chance against speedy Psychic-types.
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