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Post by Skarm on Sept 22, 2015 12:01:54 GMT -8
Basically this thread is to help people who want to become better at Competitive Pokémon Or want to get started. Cause I honestly feel there is potential but the people are just not informed right. Competitive Pokémon is allot of fun and you'll see how it can keep you in the game even after months of completing the main game. And it brings you closer in making you ,The very best. Post what you think you need to improve and my m8, Dank lord garchomppit And I will do our best on helping you with that. Everything we suggest on teambuilding will be posted in Pokémonshowdown format, it's the best way to train. If you wish to implement it in game feel free to do so aswell. O and BTW we play by Smogon rules most of the time. But we still posses enough knowledge to help a bit if it's VGC rules. (side note: If you need in game resources that is competitive ready, we have em too. Just, this is not the thread, this is Pokémon Battle / Trade Thread)
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Post by garchomppit on Sept 22, 2015 12:12:16 GMT -8
Like yung skarm said we are here to help on your competitive battling needs, so post away. We will also from time to time post teams that we created and had success with, here, so you can steal use yourself on Pokemon Showdown and ladder or get better with the game. Have fun! :]
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Emi
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so here i am--broke, bisexual--
Posts: 38,064
Favorite Pokemon: Typhlosion
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Post by Emi on Sept 22, 2015 12:20:34 GMT -8
For me it's finding a defensive pokemon.. and moves.. yes.. moves...
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Post by Skarm on Sept 22, 2015 12:33:05 GMT -8
For me it's finding a defensive Pokémon.. and moves.. yes.. moves... In the tournaments we fought against each other it was made obvious what you lack is team synergy. it seems you like to have hyper offensive builds But then you put something that doesn't quite work well. Synergy is essential in team building. With good synergy, you have a Pokémon or more than can counter any other type. Like your team in the tournament is weak to Mega manetric, Low kick weavile, and lati-steel combo and many more common things. OFC it's not possible to make a team that works against everything but having a one sided team is also bad, at least have as much synergy to counter most of what is common. When making teams you should have an initial core(a combination of 2 or 3 Pokémon that work well together) or a pokemon you really want to use and build around their weaknesses and strengths to make a better team. If you tell me the core you had in mind for that team I can build around it. And give you step by step why I added certain things.
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Deleted
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Post by Deleted on Sept 22, 2015 13:05:12 GMT -8
Is there such a thing as super-hyper offense?
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Emi
Recruiter
so here i am--broke, bisexual--
Posts: 38,064
Favorite Pokemon: Typhlosion
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Post by Emi on Sept 22, 2015 13:12:47 GMT -8
For me it's finding a defensive Pokémon.. and moves.. yes.. moves... In the tournaments we fought against each other it was made obvious what you lack is team synergy. it seems you like to have hyper offensive builds But then you put something that doesn't quite work well. Synergy is essential in team building. With good synergy, you have a Pokémon or more than can counter any other type. Like your team in the tournament is weak to Mega manetric, Low kick weavile, and lati-steel combo and many more common things. OFC it's not possible to make a team that works against everything but having a one sided team is also bad, at least have as much synergy to counter most of what is common. When making teams you should have an initial core(a combination of 2 or 3 Pokémon that work well together) or a Pokémon you really want to use and build around their weaknesses and strengths to make a better team. If you tell me the core you had in mind for that team I can build around it. And give you step by step why I added certain things. Hmmm.. well I want the team to be built around Thunder-T
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Post by Skarm on Sept 22, 2015 13:46:34 GMT -8
Is there such a thing as super-hyper offense? Yeah, garchomppit likes hyper offensive build. I don't use them as much but here is an example, although mine is a bit mild Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Dragon Dance
- Roost
- Earthquake
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Earthquake
Thundurus @ Leftovers
Ability: Prankster
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Thunder Wave
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 228 Def / 8 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Hidden Power [Flying]
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Overheat
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Deleted
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Post by Deleted on Sept 22, 2015 13:55:49 GMT -8
Is there such a thing as super-hyper offense? Yeah, garchomppit likes hyper offensive build. I don't use them as much but here is an example, although mine is a bit mild Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Dragon Dance
- Roost
- Earthquake
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Earthquake
Thundurus @ Leftovers
Ability: Prankster
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Thunder Wave
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 228 Def / 8 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Hidden Power [Flying]
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Overheat Ooh, okay. Hmm. Thanks. I'm gonna try to get back into it in my free time
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Post by Skarm on Sept 22, 2015 14:20:34 GMT -8
Yeah, garchomppit likes hyper offensive build. I don't use them as much but here is an example, although mine is a bit mild Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Dragon Dance
- Roost
- Earthquake
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Earthquake
Thundurus @ Leftovers
Ability: Prankster
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Thunder Wave
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 228 Def / 8 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Hidden Power [Flying]
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Overheat Ooh, okay. Hmm. Thanks. I'm gonna try to get back into it in my free time The team is weak to a few things. But hyper offensive teams usually isn't about covering all your weaknesses. More like creating an offensive synergy that can kill things fast. Usually results in a team you gotta play fast with and most of your members are going to be glasscannons. But it is fun to use and play with. In and out win or in and out lose, most HO matches go quick.
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Post by garchomppit on Sept 22, 2015 23:30:02 GMT -8
Yeah, garchomppit likes hyper offensive build. I don't use them as much but here is an example, although mine is a bit mild Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Dragon Dance
- Roost
- Earthquake
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Earthquake
Thundurus @ Leftovers
Ability: Prankster
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Thunder Wave
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 228 Def / 8 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Hidden Power [Flying]
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Overheat Ooh, okay. Hmm. Thanks. I'm gonna try to get back into it in my free time Skarm´s example is pretty decent. An offensive team that consits of the offensive cores of Mega Altaria and Terrakion & Scarf Heatran and CM Keldeo. Though like with most hyper offense teams, if you lack a solid stallbreaker you get demolished by stall like this team. Especially this team suffers with Unaware Clefable as the team consits of mostly set up mons and Venusaur, a premier wall in OU atm. So you can maybe change Keldeo with a Taunt Stallbreaker Mew or a decent Venu / Clef Counter that still feels like an offensive mon and fits the nature of the team. Also dont worry about lacking a hazard remover in Hyper Offense as if you dont have a VoltTurn you will very rarely switch out as nothing cant take hits most of the time except if they are resisted hits. If you want another Hyper Offense team, post here, and i will give you a pretty good one that I laddered with to 1500+ on Showdown that is pretty easy to use, especially for people that are new to the Hyper Offense type of game. :]
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Post by Skarm on Sept 23, 2015 12:26:30 GMT -8
Ooh, okay. Hmm. Thanks. I'm gonna try to get back into it in my free time Skarm´s example is pretty decent. An offensive team that consits of the offensive cores of Mega Altaria and Terrakion & Scarf Heatran and CM Keldeo. Though like with most hyper offense teams, if you lack a solid stallbreaker you get demolished by stall like this team. Especially this team suffers with Unaware Clefable as the team consits of mostly set up mons and Venusaur, a premier wall in OU atm. So you can maybe change Keldeo with a Taunt Stallbreaker Mew or a decent Venu / Clef Counter that still feels like an offensive mon and fits the nature of the team. Also dont worry about lacking a hazard remover in Hyper Offense as if you dont have a VoltTurn you will very rarely switch out as nothing cant take hits most of the time except if they are resisted hits. If you want another Hyper Offense team, post here, and i will give you a pretty good one that I laddered with to 1500+ on Showdown that is pretty easy to use, especially for people that are new to the Hyper Offense type of game. :] I agree maybe this team is not a easy pick up for beginners. But if you know what you're doing you have little to worry about of the counters. It is Offensive. If it ain't your match up, adapt to it. dd malt and terrakion are okayish partners to each other, but they are unable to break certain fat things like mega venu and amoonguss, as well as fat waters like slowbro. to remedy this, np hp flying thundy was added. it checks talon too, which is a plus. i chose t wave to not autolose to dders.
Furthermore this team looks venu weak but it likes it. As Terrakion likes to call it in, I get the SD on switch and I kill. Or I call them in with the keldeo and thunderus and they die that way too. lando t was added to give me stealth rock support, while also ensuring that excadrill doesn't make me sad, because excadrill always makes me very sad whenever i make offense.
And, it didn't show when I posted the team but I now run Earth plate to help Tran with Unaware clef. and i'm running dual fire stabs because ancient power / stone edge isn't needed and fire blast sweeps are pretty cool, while overheat just breaks things.
But with all this it makes my team rely on stealth rocks for kills like these on switch ins: 252 SpA Thundurus Hidden Power Flying vs. 252 HP / 0 SpD Mega Venusaur: 164-194 (45 - 53.2%) -- guaranteed 2HKO after Stealth Rock
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Post by Aquadrop on Sept 23, 2015 23:55:51 GMT -8
I used to like really speedy Pokémon, then I tried playing competitive and switched up my team style, with pokemon that could take hits, and I completely suck at it.. Predicting opponents moves is so hard. That and I forget the typing of Pokémon, half the time. XD I guess.. Practise makes perfect?
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Post by Skarm on Sept 24, 2015 10:19:11 GMT -8
I used to like really speedy Pokémon, then I tried playing competitive and switched up my team style, with Pokémon that could take hits, and I completely suck at it.. Predicting opponents moves is so hard. That and I forget the typing of Pokémon, half the time. XD I guess.. Practise makes perfect? Yes, predicting is something you need to grow. and if you play for as long as we have it becomes second nature. Like in our heads we just don't expect the opponent to stay in with a Azumarill On my Venusaur. So in our heads we already predict the switch and go for a move to take on the switch in, or do a switch ourselfs and keep offensive momentum. But all of this requires not just practice but understanding the Pokémon. If you use everything, you know how someone else would use it and you would know what it can or can't do. Making your predictions more certain and your plays more smooth. In short. Play allot and make notes in your head But later on you fight people on this level too. So you know that they know what you know. SO it becomes mindgames simulator rather than Pokémon but that makes matches more skill based and fun Chomp and I Always be playing against eachother like ''Ey b0ss you ain't seeing this coming, watch this play..OML get predicted'' back and forth.
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Post by garchomppit on Sept 24, 2015 11:37:06 GMT -8
I used to like really speedy Pokémon, then I tried playing competitive and switched up my team style, with Pokémon that could take hits, and I completely suck at it.. Predicting opponents moves is so hard. That and I forget the typing of Pokémon, half the time. XD I guess.. Practise makes perfect? Also something I want to add to skarm's statement, is that you dont have to always predict a switch out / a move, as a risky move doesnt always result to a big or even a reward for that matter. Just play the game and dont mind some minor mispredictions. Nor do make huge predictions for example Turn 1 or 2 that leave you with small reward or no reward at all, on what was a VERY risky move. Weight the risk that you take and the reward that you will get by making Prediction A and Prediction B and choose. Although like Skarm and many experienced competitive battles said, when the situation calls for it (like when you are severely behind), you do have to make the crazy predictions / plays. So to sum it up, just play your normal type of game and dont worry too much about predictions, it will become second nature after experience like it happened with us, trust me. :]
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Post by Skarm on Sept 24, 2015 14:51:33 GMT -8
In the tournaments we fought against each other it was made obvious what you lack is team synergy. it seems you like to have hyper offensive builds But then you put something that doesn't quite work well. Synergy is essential in team building. With good synergy, you have a Pokémon or more than can counter any other type. Like your team in the tournament is weak to Mega manetric, Low kick weavile, and lati-steel combo and many more common things. OFC it's not possible to make a team that works against everything but having a one sided team is also bad, at least have as much synergy to counter most of what is common. When making teams you should have an initial core(a combination of 2 or 3 Pokémon that work well together) or a Pokémon you really want to use and build around their weaknesses and strengths to make a better team. If you tell me the core you had in mind for that team I can build around it. And give you step by step why I added certain things. Hmmm.. well I want the team to be built around Thunder-T This team is a bit old. But you can use it fine. I didn't filter it for the new meta but it should work, like I said. ; I didn't really make it around thundy, cause it's just this 1 mon. I more like had a Hyper offense core and managed to find thundy a nice spot in the squad. I chose offensive cause it seems it fits your style better, IMO. Weavile + Mega Zam make for an excellent HO core; Weavile's great right now, and Mega Alakazam is able to handle lots of common threats to HO teams. However, they still struggle with some common HO threats like Birdspam, Scarfers, and generally speedy Pokémon. To help with speedy Electric types and birdspam a bit, I decided to add Thundurus-T. It's capable of wallbreaking thanks to its excellent SpA and Nastyplot, it has Volt Absorb, and it provides a Ground immunity for the team. From there, I wanted to cover Weavile, Keldeo, Talonflame (offensively), and more, so I decided on CB Azumarill. Azu helps to patch up lots of weaknesses to HO team. Also, if you don't like Encore on Zam, you can try out Taunt. Finally, Azelf the suicide lead for HO, so it was a pretty obvious choice. Iron Tail is to hit Mega Diancie, but you can run Skill Swap instead of you wanna handle ALL Magic Bounce leads. The only issue with this is that lots of opponents predict Magic Bounce and don't Mega (if Sableye/Diancie). Mega Scizor and Birdspam can be annoying to deal with if you slip up with your checks to them, but they are definitely manageable. Also, Mega Sableye can be a bit of a nuisance, but it's nothing major for the most part. Azu checks it offensively, Tran can switch into a predicted Wisp for a Flash Fire boost, and Torn-T can hit it pretty hard after a Nasty Plot. Hope you like the team, nothing to fancy, but it's a start for you. Send me a screen shot of your win/lose streak after a few matches and what you don't like about the team. To get your rank simply type /rank in the chat. Don't worry other people don't see it. Azelf @ Focus Sash Ability: Levitate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Stealth Rock - Taunt - Iron Tail - Explosion
Alakazam @ Alakazite Ability: Magic Guard EVs: 4 Def / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Psychic - Focus Blast - Shadow Ball - Encore
Weavile @ Life Orb Ability: Pressure EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Ice Shard - Icicle Crash - Knock Off - Low Kick
Thundurus-Therian @ Leftovers Ability: Volt Absorb EVs: 4 HP / 252 SpA / 252 Spe Timid Nature IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD - Nasty Plot - Thunderbolt - Hidden Power [Flying] - Focus Blast
Azumarill @ Choice Band Ability: Huge Power EVs: 40 HP / 252 Atk / 216 Spe Adamant Nature - Aqua Jet - Waterfall - Play Rough - Knock Off
Heatran @ Choice Scarf Ability: Flash Fire EVs: 24 HP / 4 Def / 252 SpA / 232 Spe Timid Nature - Fire Blast - Flash Cannon - Earth Power - Stone Edge
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