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Post by samurott Sat Jan 11, 2014 10:12 pm

Arachna (Galvantula) (M) @ Focus Sash
Ability: Compoundeyes
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Volt Switch
- Bug Buzz
- Thunder
- Sticky Web
it throws out sticky web, and can hit decently hard with thunder

CLEANING DOOOOM! (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 32 HP / 252 Def / 224 SAtk
Bold Nature
- Hydro Pump
- Rest
- Volt Switch
- Will-O-Wisp
ever seen this? it annoys people to death...also a landorus counter.

Harrier Lightning (Zapdos) @ Yache Berry
Ability: Pressure
EVs: 188 SAtk / 68 HP / 252 SDef
Calm Nature
- Roost
- Thunderbolt
- Heat Wave
- Defog
YES i know that i should have toxic, BUT i need defog, or hazzards will wreck me.

Wingal Brave (Manectric) (M) @ Manectite
Ability: Lightningrod
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Flamethrower
- Hidden Power [Grass]
- Volt Switch
- Thunderbolt
my mega of choice, i tried ampharos, and it didn't work out to well.

Djinn of The Lightning Flare (Thundurus-Therian) (M) @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 252 Spd
Jolly Nature
- Brick Break
- Crunch
- Thunder Punch
- U-turn
because if i don't have some physical, ill get walled to death. its a choice banded sweeper

Ancient Dragon Beamryx (Eelektross) @ Leftovers
Ability: Levitate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 Def
- Coil
- U-turn
- Drain Punch
- ThunderPunch
same with Thunderus, but a coil booster
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Post by Awakening Mon Jan 13, 2014 8:02 pm

I've personally only have had good outcomes with Thundurus when special based, so I kinda want to say to use Electrivire instead? It knocks out one Stealth Rock weakness, and with Vital Spirit (since Motor Drive isn't going to do any good for the team, I think) you have a good powder/spore/whatever switch in. Sticky Web helps it better than Thundurus, I think!
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Post by samurott Thu Jan 16, 2014 4:33 pm

i have tried electivire before, but it just kept dying so fast.... so i switched to physical thunderus.
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Post by Aaron Sun Jan 19, 2014 3:45 pm

Just like to point out: The monotype metagame is vastly different than OU. You have literally nothing that hits a Dragon well besides Brick Break, Crunch, U-turn, and Bug Buzz. I don't like that set on Thundurus and I never will. I would suggest HP Ice on something you're using. Also, why are you utilising U-turn on a booster? I would nix that for something more useful to you (if it gets Ice Punch?), as well as replacing ThunderPunch with Wild Charge. These changes give you better results for your moveslots, as well as more coverage and overall pressure and surprise potential.
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Post by samurott Sun Jan 19, 2014 5:16 pm

ty, ill see what works.
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Post by Aaron Sun Jan 19, 2014 5:17 pm

Let me know how it goes. ^_^ b
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Post by samurott Sun Jan 19, 2014 5:18 pm

Arachna (Galvantula) @ Focus Sash
Ability: Compound Eyes
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Volt Switch
- Thunder
- Bug Buzz
- Sticky Web

CLEANING DOOOOM! (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 32 HP / 252 Def / 224 SAtk
Bold Nature
- Hydro Pump
- Rest
- Volt Switch
- Will-O-Wisp

Harrier Lightning (Zapdos) @ Yache Berry
Ability: Pressure
EVs: 188 SAtk / 68 HP / 252 SDef
Calm Nature
- Roost
- Thunderbolt
- Hidden Power [Ice]
- Defog

Wingal Brave (Manectric) (M) @ Manectite
Ability: Lightningrod
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Flamethrower
- Hidden Power [Grass]
- Volt Switch
- Thunderbolt

Djinn of The Lightning Flare (Thundurus-Therian) (M) @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 252 Spd
Jolly Nature
- Brick Break
- Crunch
- Thunder Punch
- U-turn

Ancient Dragon Beamryx (Eelektross) @ Leftovers
Ability: Levitate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 Def
- Coil
- U-turn
- Drain Punch
- ThunderPunch

i forgot to mention that the team has undergone lots of changes
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Post by Awakening Mon Jan 20, 2014 6:09 pm

As a personal preference, I like Overheat over Flamethrower, especially since you can just Volt Switch the turn after.
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Post by samurott Mon Jan 20, 2014 6:18 pm

i went for a safer option over overheat *rimshot* also, teams been edited again, so here it is

Arachna (Galvantula) (M) @ Focus Sash
Ability: Compoundeyes
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Bug Buzz
- Thunder
- Sticky Web

CLEANING DOOOOM! (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 32 HP / 252 Def / 224 SAtk
Bold Nature
- Hydro Pump
- Rest
- Volt Switch
- Will-O-Wisp

Fizz (Heliolisk) @ Air Balloon
Ability: Sand Veil
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Dark Pulse
- Parabolic Charge
- Surf

Wingal Brave (Manectric-Mega) (M) @ Manectite
Ability: Intimidate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Flamethrower
- Electro Ball

Djinn of The Lightning Flare (Thundurus-Therian) @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 252 Spd
Jolly Nature
- Brick Break
- Crunch
- Thunder Punch
- U-turn

Jarvenul (Zebstrika) @ Weakness Policy
Ability: Lightningrod
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 Def
- Flame Charge
- Wild Charge
- Thunder Wave
- Bounce

lots of changes happened here, wild charge ended horribly (a mix of burn and to much desu resisting drain punch) i tried rotom-f to counter Landorus, but it just kills me with stone edge.
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Post by Awakening Mon Jan 20, 2014 6:23 pm

samurott wrote:Fizz (Heliolisk) @ Air Balloon
Ability: Sand Veil
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Dark Pulse
- Parabolic Charge
- Surf

I don't really get this one...! D:

Parabolic Charge and Sand Veil over Thunderbolt and Dry Skin? Is there any particular reason?

Having both Thunderbolt and Electro Ball on Manectric sounds kinda redundant to me, I'd rather keep a Volt Switch in there.
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Post by samurott Mon Jan 20, 2014 8:31 pm

at this point it's me seeing what can work, and im using electro ball to put sticky web to some actual use....now how do i slow down Landorus?
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Post by Aaron Mon Jan 20, 2014 10:52 pm

The deal with Landorus is that you're putting too much emphasis on it. You're assuming that every single monotype team is going to carry a Landorus, whether it be Flying or Ground. A Rotom-W can switch in on a Landorus prediction OR switch in after a kill in an attempt to revenge Landorus. Zebstrika is iffy, it's too squishy to make use of Weakness Policy effectively. I'd run a Band or a Scarf on it if you just want to run it into things and try to kill them. Additionally, your team is in serious need of offensive momentum. I'd suggest switching to a standard ScarfTom set with Hydro Pump, Volt Switch, Trick, and a move of your choice. It's powerful enough to take down Landorus, and can Volt Switch out to rack up residual damage in your favour as well as maintain your momentum. I'd personally like to see a bigger offensive threat than Zebstrika on your team. Maybe try out a Kyurem-B. I think that would do the trick.


Last edited by Korasi on Mon Jan 20, 2014 11:05 pm; edited 1 time in total
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Post by Awakening Mon Jan 20, 2014 11:00 pm

I'm still trying to wrap my head around Heliolisk set. Is that supposed to be a counter to Sand... or something? D:

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Post by Aaron Mon Jan 20, 2014 11:09 pm

The biggest problem with this is that it's trying too hard to be new. There's a time and a place for everything, but competitive Pokémon is not the place to be "new" if your "new" is the opposite of effective.

Here's how I'd like your team to look:

Galvantula (M) @ Focus Sash
Ability: Compoundeyes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Bug Buzz
- Thunder
- Sticky Web

I've not made any changes to your Galvantula set, simply because it's probably got the most maximised utility it possibly can. It's got the standard STAB moves, Sticky Web for a hazard, and Volt Switch for momentum keeping.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 32 HP / 252 Def / 224 SAtk
Bold Nature
- Hydro Pump
- Thunderbolt
- Trick
- Volt Switch

Your Rotom set was good, indeed, but it lacked a serious factor: Power. The thing about Rotom-W is that it can create a difficult situation for an opponent looking to switch in something bulky and that has healing (Trick renders it useless) and an even more difficult situation for an opponent looking to switch in something frail: Can it take two STAB Hydro Pumps? Your set, while somewhat powerful, really served one purpose. Sponge damage, dish out burns, spam STAB moves, die. With this set, you can force more switches in and out of Sticky Web which, in the long run, allows you to scout more efficiently whilst revolving around the same draw that you saw in Rotom-W - an answer to Landorus.

Heliolisk @ Leftovers OR Choice Specs
Ability: Dry Skin
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt / Volt Switch
- Surf
- Grass Knot
- Hidden Power [Ice] / Dark Pulse / Volt Switch

I've sent my medical bill to your address, because your Heliolisk set gave me cancer. Seriously, there was no way that was going to do really anything in the long run. Heliolisk won't be in long enough to make use of Air Balloon efficiently in my opinion. You're looking to hit stuff as hard as possible to stack residual damage and the slow from Sticky Web with your boosted/boosting Pokémon. This set, as you'll notise, gives you a few options as to what you may do. Leftovers is for if you plan on attempting a suicide into revenge kill and you want the staying power to take advantage of mistakes. Choice Specs is more hit-and-run, because no one is going to switch in a second Pokémon that's weak to your locked-in move after you've raped their first Pokémon. HP Ice, Volt Switch, and Dark Pulse are interchangeable, as are Thunderbolt and Volt Switch. The reason for this is preference; HP Ice and Dark Pulse for coverage (Psychic and Ghost Monos are somewhat common), and Volt Switch and Thunderbolt are the difference between more residual and the option to hit hard and stay in. I personally recommend Thunderbolt and Dark Pulse, as you've already got like three or four Ice users on the team.

Manectric-Mega (M) @ Manectite
Ability: Intimidate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Flamethrower
- Volt Switch

I've only changed Electro Ball to Volt Switch so that you can stack Intimidate if you so choose. Otherwise, this set's golden.

Thundurus-Therian @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spd
Jolly Nature
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
- Thunder Wave

**sigh** **deep breath** I know what you were trying to accomplish. I really do. And at the same time, physical Thundurus-T is simply.... Awful. The potential that is wasted is so great that it's unbelievable. The only set I can come close to recommending physical is a mixed-wallbreaker set with like Superpower and Thunderbolt. Even then, I just feel that Thundurus has the potential to cripple entire teams that aren't prepared. Thunderbolt is for STAB, HP Ice is for coverage. Thunder Wave, since your opponent will probably be slowed by Sticky Web, will usually go first. Use it to cripple set-up sweepers that predict your switch OR use it when you know you can live/hax out their next attack. Nasty Plot is for when you've got a free turn (which synergises well with the recovery from Leftovers) and you want to take a big steamy dump on the chests of the members of their team that you've paralysed or that are already weakened.

Kyurem-B @ Choice Band
Ability: Teravolt
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Outrage
- Dragon Claw
- Fusion Bolt
- Earth Power / Ice Beam

This set is 100% superior to Zebstrika. Completely. Outrage is for denting even the bulkiest Defenders (Ferrothorn with 252/252 takes something like 32% from one turn), anything that doesn't resist it dies. Dragon Claw is for the choice to not be locked it and it grants you the ability to switch out if a counter comes in. Fusion Bolt provide powerful and reliable STAB, and Earth Power/Ice Beam are for killing things that you feel are a threat to your team. With your excess of Ice, I recommend Earth Power.

Tell me what you think.
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Post by samurott Mon Jan 20, 2014 11:59 pm

well thanks for the help, really this is great, and im sorry bout thundurus, but i REALLY needed the balanced between physical and special, but hey, if this can wall break, i wont give a damn! ill give it a few runs and we'll see what happens (on a side note.....the hell'd ya get my address from!?...i have 2 IRL stalkers as is! DO NOT WANT A 3RD!
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Post by Aaron Tue Jan 21, 2014 12:01 am

O.O Your address isn't 42 Wallaby Way, Sydney, AU? Damn.
Anyways, I don't have a personal problem with people who build sets that I don't like. ^~^' I just personally think it's a desu set, but if it works for you, by all means dude. XD Good luck with your testing.
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Post by samurott Tue Jan 21, 2014 12:11 am

errr.......kyurem b is dragon/ice......
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Post by Aaron Tue Jan 21, 2014 12:26 am

I'm sorry, I was under the impression it was Electric given the whole Zekrom thing. God it must've been a long time. I'll go find a replacement really quickly.

Go ahead and use a Luxray or Zebstrika I guess. I still feel pretty dumb about the Kyurem thing. The difference between Luxray and Zebstrika is Zebstrika's higher Speed and Luxray's higher everything else. Post what you've got so far and I'll work with you if you want.
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Post by samurott Tue Jan 21, 2014 12:34 am

got it....ill run some tests with both, see what happens, and manage from there....

(fun fact: i've actually been working on this for a whole MONTH! god i have no life....)

Okay! heres the results!

Jarvenul (Zebstrika) @ Choice Band
Ability: Zebstrika
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
IVs: 30 Atk / 30 Def
- Volt Switch
- Wild Charge
- Facade
- Bounce

Luxray's issue was he's not that fast for an elec type. beyond that, guts was hard to run because of his lack of sustaining moves (anything that restores life)
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Post by Aaron Thu Jan 23, 2014 7:09 pm

Okay. Any indication as to why the Attack IV is 30?
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Post by Qualna Thu Jan 23, 2014 7:13 pm

Korasi wrote:Okay. Any indication as to why the Attack IV is 30?
I don't see the purpose of it either unless he's going for HP Ice which he apparently isn't running.
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Post by Aaron Thu Jan 23, 2014 7:37 pm

Give me an update of what your team looks like thus far. Additionally, I'd love to see you try out for a Gym with this team! Is that in the cards for you, perhaps?
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Post by Awakening Thu Jan 23, 2014 7:41 pm

In what instances was Luxray outsped too? Sticky Web didn't give it enough edge?
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Post by samurott Thu Jan 23, 2014 7:58 pm

suprisingly it didn't. if it DID outspeed it's target, it would either die from the next hit, or be revenge killed. (ran into a lot of teams with high speed pokes for some reason) and i HAVE been thinking about trying out, the issue is this is all from Pokemon Showdown (i am the lolicon all this work on a 3DS. i have free time, but not THAT much

so heres the team (fixed Zebstrika's Iv's)

Arachna (Galvantula) (M) @ Focus Sash
Ability: Compoundeyes
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Bug Buzz
- Thunder
- Sticky Web

CLEANING DOOOOM! (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk
Bold Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Trick

Fizz (Heliolisk) @ Choice Specs
Ability: Dry Skin
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Grass Knot
- Dark Pulse
- Volt Switch

Wingal Brave (Manectric-Mega) (M) @ Manectite
Ability: Intimidate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Flamethrower
- Volt Switch

Djinn of The Lightning Flare (Thundurus-Therian) @ Leftovers
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Jolly Nature
- Nasty Plot
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]

Jarvenul (Zebstrika) @ Choice Band
Ability: Motor Drive
EVs: 252 Spd / 252 Atk / 4 SAtk
Adamant Nature
IVs: 30 Def / 30 SAtk
- Volt Switch
- Wild Charge
- Facade
- Bounce

on a side note: new thunderus is working well, same with heliolisk
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Post by Aaron Thu Jan 23, 2014 8:13 pm

I would expect them to. Heliolisk is one of the stronger additions to the metagame this Generation, people just don't quite realise it yet. Additionally, Thundurus works exceptionally well with your Sticky Web comp. One thing I'd like to point out: Your Thundurus-T is still Jolly (+Spe, -SpA). Might want to change that to Timid (vs. Modest) since you're running Thunder Wave. Additionally, if you're planning on coming in and healing off of Water-type threats with Dry Skin Heliolisk, you can - hypothetically - run a Modest (+SpA, -Atk) nature. I would try that out as well to see if Sticky Web still allows you to outspeed major threats and topple them with Specs Surf or Specs Thunderbolt. I've also been meaning to test out Hyper Beam on Specs Heliolisk, as I'm not sure if it gets the Tri Attack. Reason being is that if you've got a Pokémon to fodder out, you can get off two Spec STAB Hyper Beams into the opponent's face. Doing the calcs for that coming off of the Modest nature and the max SpA stat is something I can see in the near future for me.
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