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Thread: Bob's Guide to Building Teams

  1. #11
    Little Big Man Array Bobreeder's Avatar
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    Default Part 8.1: Sandstorm Teams

    Sandstorm

    Sandstorm is the most common weather effect, and therefore I felt like that was the natural start. Sandstorm can be started through the move Sandstorm (TM37), which lasts for 5 turns. If a Smooth Rock is held, it is increased to 8 turns. The most effective way of creating Sandstorm, however, is through having a Pokemon with the Sand Stream ability switch into battle. This makes a permanent Sandstorm, until another weather move is used. The Pokemon with this Ability are Hippowdon, Tyranitar and Hippopotas if you are playing in UU, where the former two are not allowed to play.

    Here are the effects of Sandstorm:

    • 1/16th of total HP dealt to all Pokemon on the field, except for those with Rock, Ground or Steel typing, or with the ability Sand Veil or Magic Guard.

    This is arguably the most important and noticeable effect of Sandstorm, and the reason it is used on most successful Stall-teams. It will consistently chip away a part of your opponents HP, equal to the recovery gained from Leftovers (and Black Sludge on Poisons). An important thing to remember is that weather chips away health BEFORE Leftovers heal it, so if the opponent is extremely low on health, they may be killed by Sandstorm before their Leftovers can heal them.

    • Rock-type Pokemon gain a 50% Special Defense boost in Sandstorm

    This is another very important factor, and is one of the main reasons Tyranitar is such a bulky Pokemon, as with neutral nature and 0 EVs, it has a Special Defense stat of (236*1.5)=354, assuming 31 IVs. This is nearly identical to a 160 base stat! Other Pokemon that benefit a lot from this is Rhyperior, Golem, Kabutops, Omastar, Armaldo... Basically all quite sturdy Rocks.

    • Pokemon with the Sand Veil ability get their evasion raised by 20%

    Not much to say about this, it's the main thing that makes Cacturne usable. Garchomp and the occasional Sand Veil Gliscor also are benefited a lot.

    • Solarbeam's base power is reduced from 120 to 60

    This helps, as it softens the blow from one of the strongest Grass moves. It isn't used a lot, but you'll like this when your Tyranitar meets one!

    • Synthesis, Moonlight and Morning Sun recover 25% HP, as opposed to 50%

    Very useful for the occasional Pokemon which relies on these, but they aren't used a lot, mainly because of this.

    Therefore, to sum up, you should be using mostly Rock, Steel and Ground Pokemon, and Rocks get an extra bonus. With Sandstorm being infinite if you use a Sand Streamer (which you should), you can run any team you want, basically. The residual damage will help offensive teams on certain KOs, and will grant some extra sturdiness to Tyranitar, a commonly used offensive Pokemon. Defensive teams will have a consistent line of residual damage, which really adds up after a while. It does limit some Pokemon's viability, though, so be careful when deciding to use Sand Streamers.

  2. #12
    Little Big Man Array Bobreeder's Avatar
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    Default Part 8.2: Hail Teams

    Hail

    This is a weather effect that is similiar to Sandstorm. It is a lot less seen, though, which may be because the permanent hail inducer is not as useful as Sand Streamers generally. It is started through the move Hail (TM07), which creates Hail that lasts for 5 turns. If the Pokemon using Hail holds an Icy Rock, it lasts for 8 turns. Hail has also got some perma-hail inducers in Abomasnow, and Snover if you play UU, with their Snow Warning ability. Let's look at the effects of Hail:

    • 1/16th of total HP dealt to all Pokemon on the field, except for those with Ice typing, or with one of the abilities Snow Cloak or Ice Body

    This is, like in Sandstorm, the most noticable effect. This is often what Hail teams are built around, as it's just like Sandstorm with less immunities. Everything I said in the comments of Sandstorm, applies here.

    • Pokemon with the Snow Cloak ability get a 20% evasion increase

    Useful for the few Pokemon with the ability, possibly used with Brightpowder to make it even harder to hit.

    • Pokemon with the Ice Body ability recover 1/16th of their total HP every turn

    The very reason StallRein works, as by using a Protect/Substitute cycle with Leftovers and Ice Body let's it recover back as much health as was lost when putting up the Substitute. This let's it stall until Protect and Substitute PP has run out, which takes 32 turns. With Toxic support, this leads to opponent's dying a slow, painful death.

    • Synthesis, Moonlight and Morning Sun recover 25% HP, as opposed to 50%

    Very useful for the occasional Pokemon which relies on these, but they aren't used a lot, mainly because of this.

    • Blizzard's accuracy is boosted to 100%, and it gets a 30% chance to attack through Protect/Detect

    This lets you use the strongest Ice attack without fear of missing! It let's Pokemon with only modest Special Attack, like Froslass, do decent damage. Hitting through Protect may be useful for Wish/Protect users, but Blizzard won't do much damage to the biggest abuser of this, Vaporeon.


    Ice Pokemon get the advantage in Hail, and Pokemon with Ice Body or Snow Cloak are extra useful. Hail is a lot more limited than Sandstorm, as the Snow Warning Pokemon is just not as competitively good as Tyranitar or Hippowdon, and your Pokemon types are a lot more restricted. Still, do not brush it away completely, as a good Hail team can be just as good as Sandstorm teams, it's just harder to pull off.

  3. #13
    Little Big Man Array Bobreeder's Avatar
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    Default Part 8.3: Rain Teams

    Rain

    Rain is a completely different weather effect than the 2 before, and it is a lot more offensively oriented, which you will see in it's effects. Good rain teams are very capable of dealing massive damage to the opponent. It can be started through the move Rain Dance (TM1, which lasts for 5 turns, 8 turns if the user holds a Damp Rock. It is also possible to start with the Drizzle ability, an ability Kyogre holds for itself, meaning there is no Drizzle user in standard play. Without further ado, let's look at the effects:

    • The power of Water moves is boosted by 50%

    VERY USEFUL! This is one of the main draws of Rain, as it makes Water moves like Surf and Waterfall ridiculously powerful. With this, your Pokemon are able to break through even the strongest walls who do not resist the move. This can also make it viable to run mixed sets on Pokemon with not very impressive Special Attack, such as Kabutops, as it allows you to wreak havoc on Skarmory and the like.

    • The power of Fire moves is reduced by 50%

    Not quite as useful as the last one, as Water types, that are the main Pokemon in Rain, won't be hit for much by Fire moves anyway. Still, it's always nice to reduce damage taken.

    • Pokemon with the Swift Swim ability get their Speed doubled while the rain is in effect

    THE main reason that Rain is so useful. This will make just about anything extremely fast. With the speed comes great sweeping potential for Pokemon like Kingdra, who has a base 85 speed, which ends up at a maximum of 590 Speed in the rain, and Omastar, who sits at measly 55 base, gets a max of 458.

    • Pokemon with the Rain Dish ability recover 1/16th of their total HP every turn

    Ludicolo is the only fully evolved Pokemon with this ability, and usually goes with Swift Swim over this. Still, it is able to stall out certain opponents with this, but it is hampered by the lack of permanent rain in non-uber play.

    • Pokemon with the Hydration ability heal themselves of status at the end of every turn

    This makes Rest a very viable move on Phione and Dewgong, even though they lack the defensive prowess to stay alive while sleeping. It basically makes Rest a full recovery move, of both HP and status, with no drawbacks. You need to make sure there is rain at the end of the turn, though, or you're stuck sleeping.

    • Pokemon with the Dry Skin ability recover 1/8th of their total HP every turn

    This seems like a superior Rain Dish, but the ability has more to it than this, as it also adds a Fire weakness. Still, this is one of the most powerful healing ability in the game without the need to use a move.

    • Thunder's accuracy is boosted to 100%, and it gets a 30% chance to attack through Protect/Detect

    The main reason Electrics are found on Rain Dance teams, in addition to removing bulky Waters that can take the boosted Water moves, like Vaporeon. It works just like Blizzard in Hail, basically.

    • Solarbeam's base power is reduced from 120 to 60

    With Pokemon like Omastar and Kabutops running around in Rain, you will appreciate this, even though it is a very uncommon move.

    • Synthesis, Moonlight and Morning Sun recover 25% HP, as opposed to 50%

    Not overly useful, as those moves are rarely used, but in the instance you meet something that relies on it, it may just be what saves you.

  4. #14
    Little Big Man Array Bobreeder's Avatar
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    Default Part 8.4: Sun Teams

    Sun

    This is a to Rain as Hail is to Sandstorm. Very similar, but in Sun, the effects are pretty much reversed. This is also very offensively oriented, which is to expect with effects that last for a limited time. Sun can be started through the move Sunny Day. It lasts for 5 turns, 8 if the item Heat Rock is held by the user. It can also be started through a Pokemon with the Drought ability switching in, which makes permanent Sun, but that is limited to Groudon, so it's not available in standard play. Let's look at the effects:

    • The power of Fire moves is boosted by 50%

    What Pokemon doesn't enjoy a boost to their moves? This lets all Fire attacks to deal a lot of damage to opponents. It is a double-edged sword though, as the Pokemon with Chlorophyll are weak to Fire, which means they will really have to avoid that. Still, you will usually be more prepared for Sun than your opponent, so you should be able to make use of this.

    • The power of Water moves is reduced by 50%

    This is very useful to the Fire types in your team. With this, their weakness is in effect not there anymore if they are only 2x weak to it (like most fires).

    • Pokemon with the Leaf Guard ability are immune to status moves

    There are 3 Pokemon capable of learning it, but 2 are almost always better off with their second ability, Chlorophyll. Leafeon however will always have this ability, and it is by no means useless. Note, however, that it doesn't cure status already on the Pokemon. It won't stop you from inducing status on yourself, like Rest. It is a useful effect, but not game-breaking in any way.

    • Pokemon with the Chlorophyll ability get their Speed doubled while Sun is in effect

    This, however, is a really game-breaking ability. It turns Jumpluff into something with a maximum of 700 speed, obviously near-impossible to outrun. Pokemon with more modest base Speeds, like Tangrowth, sitting at a pretty uninspiring base 50, will get a max speed of 436, outspeeding even Electrode at base 140! This means just about anything has got the speed needed for a sweep.

    • Pokemon with the Flower Gift ability boost their Attack and Special Defense by 50%, in doubles both Pokemon get the boost

    This gives Cherrim a cute little niche in Uber doubles play as a partner to Groudon, where it could have some awesome results. If it's used for anything else, however, Cherrim most likely will just fill a team spot without ever get much done.

    • Pokemon with the Solar Power ability have their Special Attack boost by 50%, but lose 1/8th of their total HP every turn

    Both Pokemon with this ability are slow ones with Chlorophyll available to them also, which means this usually is the inferior ability. Still, it can make Sunflora hit ridiculously hard with Specs, as it can get a maximum of (339*1.5*1.5)≈762 SpA. This comes at a risk though, which is the above mentioned lack of Speed.

    • Pokemon with the Dry Skin ability lose 1/8th of their total HP every turn

    That's the flip side of the coin for having a great healing ability in Rain. Not much to say about this really.

    • SolarBeam does not need to charge

    This means SolarBeam is a lot more frequently employed on Sun teams, and also a fair share of Fire Pokemon get this as their only Grass move outside of Hidden Power, which may prove very useful. Arcanine, for example, will suddenly have no problem getting past Swampert.

    • Thunder has 50% accuracy

    Not overly useful, as you will be using mostly Grass and Fire, both of which aren't normally weak to Electric (Grass even resists).

    • Synthesis, Moonlight and Morning Sun recover 66% HP, as opposed to 50%

    This means these moves are viable in Sun, but do watch out for Tyranitar or Hippowdon switch-ins. If they have another way of healing, that will usually be the best choice.

    • No Pokemon can be Frozen

    Even though freezes aren't regular, this is something you'll appreciate when you meet a Serene Grace Ice Beamer.


    That concludes my guide for the time being. I hope you find it informative, and if there's anything you feel needs adding, please PM me! This has been worked on for quite some time now, so there may be some inconsistencies, even though I've tried to remove them.

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