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 Noobers Synergy

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PostSubject: Noobers Synergy   Thu Jun 07, 2012 1:39 am

Well, I've gotten a few compliments for this noober team I like to use, so I thought I'd make an RMT out of it. Yes I know a few things are unconventional in it, but regardless of any qualms people may have they work for me. A lot of the sets here are designed to make things easier for chandelure, so keep that in mind as well


Jewls (Sableye) (F) @ Leftovers
Trait: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Recover
- Taunt
- Will-O-Wisp
- Toxic
A bit of an unorthodox Sableye, as this one uses dual status with Toxic. However, every move here has a purpose. Recover is self explanatory, as is will-o-wisp. Taunt will prevent things from trying to use it as set up fodder. Toxic is used for outstalling annoying walls as well as putting the brakes on special sweepers. Yes I know it can't attack, and taunt renders this set useless, but that's why you simply taunt first, or switch out. Sableye makes horrible use of pretty much any attacking move anyway, yes even nightshade.

Psyche (Espeon) (F) @ Life Orb
Trait: Magic Bounce
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psyshock
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
Pretty much a standard espeon. Here to prevent any meddlesome hazards from hindering the team, as well as pack a decent punch with this set's good coverage.

Iworkout (Terrakion) @ Focus Sash
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- X-Scissor
- Stone Edge
- Close Combat
- Swords Dance
The physical attacker of the team. Terrakion also does a great job of covering Chandelure's weaknesses, as it can switch in on dark moves for a boost and kill them off with close combat. The sash also allows you to stay in on threats like trick room reuniclus so you can 2hko with xscissor

Vol de nuit (Chandelure) (F) @ Leftovers
Trait: Shadow Tag
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Calm Mind
- Shadow Ball
- Flamethrower
The star of this team. The only notable move is flamethrower, which in my opinion should be ran over lower accuracy moves for this set. The reason being that if you manage to get a +6 sweep rolling, you don't want to lose it because of a miss. With enough calm minds flamethrower can provide enough damage to deal with anything fire blast can. It's also important to be wary of what you try to setup on, as chandelure isn't very fast and does not take hits well. It's best to only try on something that can't deal enough damage to break a sub. You also want to avoid status at all costs, as they will essentially ruin your sweep.

Déluge (Jellicent) (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Ice Beam
- Scald
- Energy Ball
- Recover
Jellicent works exceedingly well on this team. It can sponge up water hits aimed at chandelure and terrakion, as well as take pretty much anything from most common scizor fairly well. Since I've been told constantly that this set is very "strange" I'll run through each move. Ice beam can deal with gliscor and landorus, who are otherwise extreme nuissances to this team. It also deals well with dragonite. Scald is pretty standard for jellicent, and the burn chance is nice if sableye gets taken out. Energy ball may seem strange, but it allows you to actually deal damage to opposing water types like politoed. Without it you're both pretty much going to do nothing to each other, but with energy ball you can KO them more quickly. Lastly recover, because it allows you to be an even more effective special wall and outstall opponents.

Shroom (Amoonguss) (M) @ Black Sludge
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Ice]
And finally we have amoonguss, one of the most unfortunately underrated pokes in my opinion. It lives special hits incredibly well, even super effective ones. The only non-spec'd special move I know of that can reliably OHKO amoonguss is psyshock. It can live hits and counter with spore, giving you an opportunity to switch or setup. Giga drain, black sludge, and regenerator will keep your health up. Clear smog can be used to stop setups in their tracks. Hp-ice is just added protection against the common pests who are 4x weak to it.

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PostSubject: Re: Noobers Synergy   Thu Jun 07, 2012 7:15 am

All my noober teams are to an extent counter teams of his noober team and this team is still hard as hell to beat, he wins more than me.

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