View Full Version : rate this team (somewhatnewb)

04-18-2008, 05:14 AM
Here they are:

Pokemon 1: Blissey
Nature: Mild
Ability: Natural Cure
Move Set: Psychic, softboiled, Ice Beam, Egg Bomb

Pokemon 2: Lucario
Nature: Modest
Ability: Inner Foccus
Move Set: Bone Rush, Drain Punch, Dark Pulse, Swords Dance

Pokemon 3: Marowak
Nature: Quite
Ability: Rock Head
Move Set: Earthquale, Bone Rush, Flamethrower, Double-Edge
Item: Soft Sand

Pokemon 4: Gengar (female)
Nature: Serious
Ability Levitate
Move Set: Psychic, Shadow Ball, Attract/Hypnosis, Nightshade/Dream Eater

Pokemon 5: Salamence
Nature: Sassy
Ability: Intimidate
Move Set: Dragon Pulse, Dragon Dance, Aerial Ace, Dragon Claw
Item: Dragon Claw

Pokemon 6: Typhlosion
Ability: Blaze
Move Set: Flame Wheel, Lava Plume, Flamethrower, ???

tell me what you think and let me know if any moves should be changed all advice is welcomed

Master Aqua
04-18-2008, 08:48 AM
Whats there evs? If they arent ev trained this is not competive team.

Pokemon 1: Blissey
Nature: Mild -bad nature go for bold
Ability: Natural Cure
Move Set: this really depends on what you the blissey for but here is the special wall set for blissey
ice beam
sizemic toss/thunderbolt
thunder wave


Pokemon 2: Lucario
Nature: Modest
Ability: Inner Foccus
Move Set:if hes modests there is really no point in trying to attack with pysical moves ev with swords dance so heres a move set for him
dragon pulse
dark pulse/hp ice
aurora sphere
vacume wave

Item: choice specs

Pokemon 3: Marowak
Nature: Quite-abysmal nature go for addement
Ability: Rock Head
Move Set: Earthquale, fire punch, swords dance, rock slide
Item:thick club

Pokemon 4: Gengar (female)
Nature: timid
Ability Levitate
Move Set: Shadow Ball, Hypnosis, thunder bolt, focus blast
Item:life orb/focus sash

Pokemon 5: Salamence
Nature: addement
Ability: Intimidate
Move Set: stone edge, Dragon Dance, earthquake, Dragon Claw
Item: life orb

Pokemon 6: Typhlosion
Ability: Blaze
Move Set: hp ice, focus punch, flame thrower, eruption
Item:choice scarf/specs

Changes are in bold, also please state there evs.

04-18-2008, 10:08 PM
i don't realy pay much attention to ev's so if you or anyone else could let me know whats best i would apreciate it thnx

04-18-2008, 10:20 PM
i don't realy pay much attention to ev's so if you or anyone else could let me know whats best i would apreciate it thnx

Then you aren't going to win battles against anyone who does EV train, which is likely to be found in competitive. This is going to be locked by a Mod, but I can still give you a few pointers...

1. Pokecommunity, Smogon, (don't use most of their EV spreads), Serebii, Marriland, etcetera, are the best places to go for reliable resources.
2. Download Shoddy Battle (http://shoddybattle.com/) AND/OR Netbattle (http://tvsian.info/netbattle/) if you plan on making this a competitive team, you can use Wi-fi as well. But right now, this 0% competitive.

Blueberry from Pokecommunity -

Building the Perfect Team

Strengthening Your Pokémon

There are many ways to strengthen your crew. You can level them up, etc. But did you know that there are hidden values that are set by the game? How else do you think that one Salamence has a higher Attack stat than the other? EVs (Effort Values), Natures, and IVs (Individual Values) are the main causes of a Pokémon’s strength.

EV Training Guide

What are EVs?

"EV" stands for Effort Values. EV Training is a special type of training that can increase your Pokémon's strength by far! An EV trained pokémon is sure to be stronger than a non-EVed Pokémon. A Pokémon can gain the maximum of 510 EV points to split between the stats of HP, Speed, Attack, Defense, Special Attack, and Special Defense. Each individual stat can have the maximum capacity of 255 EV Points.

How do I get EV Points?

When you are in In-Game, battling specific Pokémon will give you some EVs in a certain stat. A Pokémon only gains EVs if it can gain Experience Points. Whenever it gains Experience Points, the user gets EV Points. That means that if you run away, faint, or catch the opponent - you WILL NOT get EVs.

Each Pokémon provides different EV Points when they're defeated. They give a different number of EV Points as well as EVs in different stats.

How exactly does EV training help?

Like I said before, EV training can boost your Pokémon's strength significantly! So how does it boost your strength? Well, for each 4 Points you get while EV training, you get 1 extra Point in your stats. For instance: Starly provides 1 EV Point in Speed, so if you battle 4 Starlys, then your Speed stat will get one extra point. So that means if you max out your Speed EVs, then you will gain 63 extra Speed points. That means that a maxed EVed Speed stat will have 63 more points than the non-EVed pokémon!!!

I'm EV training, but my stats don't seem to change! What am I doing wrong?

You are doing nothing wrong. The results of EV training usually don’t show up until your pokémon are at a later level. But not to worry, your EV work will be 100% shown.

Tips for EV Training ...

Well, there are some guidelines you should follow. Remember how you need 4 EVs to raise a stat? Well, 255 is not divisible by 4. So that means some of the EVs have no use! That’s correct. You should only get the maximum of 252 EVs in a stat. Be sure that the number of EV points you give to a stat is ALWAYS divisible by 4.

As you probably have noticed, EV training does take a long time. It requires patience and dedication in making a strong pokémon. So here's a tip: write your EV points down! Keep track of the EV points you've gained on a piece of paper - as I doubt you will be able to keep track of 252 EV Points all in your head!

Is there any way to speed up EV Training?

You're in luck: there is! Hold items can boost the amount of EVs a pokémon gains. Here are a list of items that increase EVs.

Stat Boosters - If you feed a Pokémon an item like Protein or Calcium gives you 10 EV points in the stat it raises.

HP Up --- Hit Points
Protein --- Attack
Iron --- Defense
Carbos --- Speed
Calcium --- Sp. Attack
Zinc --- Sp. Defense

Macho Brace - Macho Brace will half your speed when it is held, but whenever you EV train, it doubles your EVs gained. For instance, Starly gives 1 Speed EV Point when it is defeated. So when a pokémon holding a Macho Brace defeats a Starly, it gains not one - but 2 EV points in their stat!

Power Items - Items like Power Anklet and Power Bracer will increase the EVs Gained by +4 EVs Points. So that means if a Pokémon holding a Power Anklet (Speed) defeats a Starly(1 Speed EV), it actually gets 5 EV Points in Speed instead of 1.

-Power Anklet --- boosts Speed EV training. When defeating Pokémon who give speed EVs, the Power Anklet gives +4 in speed. For example, if you defeat a Starly you'll get 5 EVs in speed, one for initially defeating the Starly and four because your Pokémon is holding the Power Anklet

-Power Bracer --- boosts Attack EV training. When defeating Pokémon who give attack EVs the Power Bracer gives +4 in attack. For example, if you defeat a Machop you'll get 5 EVs in attack, one for initially defeating the Machop and four because your Pokémon is holding the Power Bracer

-Power Weight --- boosts HP EV training. When defeating Pokémon who give HP EVs, the Power Weight gives +4 in HP. For example, if you defeat a Bidoof you'll get 5 EVs in HP, one for initially defeating the Bidoof and four because your Pokémon is holding the Power Weight.

-Power Belt --- boosts Defense EV training. When defeating Pokémon who give Defense EVs, the Power Belt gives +4 in Defense. For example, if you defeat a Geodude you'll get 5 EVs in Defense, one for initially defeating the Geodude and four because your Pokémon is holding the Power Belt.

-Power Lens --- boosts Sp. Attack EV training. When defeating Pokémon who give Sp. Attack EVs, the Power Lens gives +4 in Sp. Attack. For example, if you defeat a Ghastly you'll get 5 EVs in Sp. Attack, one for initially defeating the Ghastly and four because your Pokémon is holding the Power Lens.

-Power Band --- boosts Sp. Defense EV training. When defeating Pokémon who give Sp. Defense EVs, the Power Band gives +4 in Sp. Defense. For example, if you defeat a Tentacool you'll get 5 EVs in Sp. Defense, one for initially defeating the Tentacool and four because your Pokémon is holding the Power Band.

Pokérus(PKRS) - Pokérus is NOT an item. It is a very rare disease obtained by battling a pokémon. The disease is even harder to obtain than a shiny pokémon! So if you get it, YOU ARE VERY LUCKY. This disease acts like the Macho Brace without the Speed halving. It doubles the EVs gained but the pokémon can still hold an item.


You are able to choose the EVs you give a Pokémon. So I should I distribute them properly? Well, first you determine what the role of a Pokémon is. Then you are able to determine the EV Distribution. Here are some guidelines :

- A Sweeper Pokémon will have usually 252 EVs in the Speed. There are some exceptions, such as if a Pokémon holds the Choice Scarf item. (e.g. Weavile has 252 EVs in Speed.)

- A Sweeper Pokémon will have a maxed out stat in Attack OR Special Attack 70% of the time. Ignore this rule if the pokémon you are using is able to defend or is a mixed sweeper (a sweeper with both physical and special moves). (e.g. Rampardos has 252 EVs in Attack)

- A walling pokémon will usually carry a maxed out HP stat. (e.g. Milotic carries 252 HP EVs.)

- A walling pokémon usually carries 252 EVs in their Defense or Special Defense stat. (e.g. Blissey runs 252 Defense EVs)

Good Pokemon to EV Train with :

HP - | Bidoof 1 Pt | Gastrodon 2 Pts
Attack - | Machop 1 Pt | Bibarel 2 Pts | Kricketune 2 Pts
Defense - | Geodude 1 Pt | Graveler 2 Pts |
Special Attack - | Gastly 1 Pt |
Special Defense - | Tentacool 1 Pt |
Speed - | Magikarp 1 Pt | Starly 1 Pt | Zubat 1 Pt | Staravia 2 Pts |


To be a good Pokémon trainer means that you need good movesets for a Pokémon! They are the key to success. A good moveset should have decent coverage over the opposing enemies and also be very useful.

Good Coverage means diversity, so that means your moves should be limited to no more than one move of a certain element. A good example of a moveset would be.

Weavile @ Life Orb
Trait: Pressure
Nature: Jolly
EVs: 252 Attack / 252 Speed / 4 HP
- Ice Punch
- Brick Break
- Night Slash
- Aerial Ace

The moveset posted above has decent coverage because it has been limited to one move of a certain element. This will give it more coverage to hit certain Pokémon. The moves alone also provide much coverage and gives a decent amount of power within every strike

Now here is an example of a BAD moveset.

Weavile @ Leftovers
Trait: Pressure
Nature: Timid
EVs: 172 HP / 80 Defense / 252 SAttack
- Blizzard
- Icebeam
- Ice Punch
- Ice Shard

As you may have noticed, all of the moves on this Weavile are of the Ice type, which is considered bad. This Weavile provides minimal coverage. Ask yourself, what will happen if I encounter a Steel type? Ice moves are not-very-effective against Steel, so you will be trapped. These moves may act in repetition and mimicry of another move, they all serve the same purpose.

So use the first set provided. It is obviously the better choice.

Now we are going on to strategy. There are a bunch of move combos that will be listed below. The listed has been cited from Arkeis.

Mean Look + Baton Pass (TrapPassing)

Trapping moves like Mean Look can also be passed. Use it to trap an opponent and pass to a Pokémon that has an advantage over the trapped opponent.

Substitute + Baton Pass

Substitutes can also be passed. For more on this, see the Substitute section below.

Substitute + Focus Punch (AKA Subpunching)

The most common and basic Substitute combo. Focus Punch is a 150 power Fighting move, the strongest Fighting attack in the game (besides a full power Reversal). However, it always goes last and if you take the slightest bit of damage before you attack, Focus Punch fails. The solution? Set up a Sub before you use it. Substitute blocks the damage you would take meaning you can safely use Focus Punch without worrying about it failing.

Substitute + Reversal/Flail/Endeavor

The last three moves work best if you are at low health. Since Sub reduces your health each time you use it, just use Substitute four times until you have only 1 HP left. It's a good idea to hold a Salac Berry or a Liechi Berry when using this.

Make sure your HP is not divisible by 4, otherwise you'll only be able to use Sub 3 times and you'll have too much HP left over for this combo to work properly.

Compare with the Endure + Reversal/Flail/Endeavor combo further down below.

Substitute + Leech Seed (AKA SubSeeding)

Leech Seed your opponent and use Substitute over and over again. Since your enemy is healing you with Leech Seed, you'll This combo works best if you're faster than your opponent.

Substitute + Belly Drum (+Salac Berry)

A risky combo. Make sure your max HP is exactly divisible by 4 before using this. Substitute first to take away 25% of your HP. Then Belly Drum to reduce your HP by 50%. At the end, you'll have 25% HP left. This is enough to activate Salac Berry. When this combo is finished, you'll have Max Attack and boosted Speed, which means almost nothing can stand in your way.

Substitute + Baton Pass (AKA SubPassing)

Subs can be Baton Pass. This is more useful in competitive battles, where your opponent will be switching Pokemon quite often. Use Sub when you predict a switch and if you cannot handle the Pokemon that got switched in, use Baton Pass to a team mate who can. For instance: if Espeon uses Sub when Tyranitar switches in, you can Pass to a Heracross. Heracross will take no damage from Tyranitar's attacks when switching in since it's protected by the Sub.

Counter + Focus Sash

The goal is to predict when your opponent will use a strong physical move and Counter it back. Since you have Focus Sash, you can survive even the most powerful supereffective attacks.

Endure + Reversal/Flail/Endeavor

Same as Substitute + Reversal/Flail/Endeavor, except since Endure always goes first, you don't have to worry about a faster opponent KOing you before you can set up. Works best with a Salac or Liechi Berry. The downside is that if you use Endure and the opponent does not attack you, or does not do enough damage, then this combo falls apart.

Mean Look + Perish Song (AKA PerishTrapping)

Trap the opponent with Mean Look, then use Perish Song. Use moves like Protect or Substitute to stall the opponent while the countdown runs. Once it says, "Perish Count fell to 1", switch out. Your opponent can't switch out during that turn since it'll still be under the effect of Mean Look until AFTER you switch. By then, it will be to late because it will have fainted from Perish Song.

Rain Dance + Water Attack + Swift Swim Ability

Use Rain Dance to not only power up your Water attacks, but also double your speed with your Swift Swim ability.

Rest + Sleep Talk (AKA RestTalking)

Any sturdy Pokemon can use Rest to heal themself. But it may be dangerous to lose two turns sleeping. That's where Sleep Talk comes in. Sleep Talk randomly picks one of your moves and uses it while you are sleeping. It works great with the Guts and Marvel Scale abilities since they will boost your Attack or Defense even when you put yourself to sleep.

Spikes/Stealth Rock + Roar/Whirlwind

Spikes can be used up to three times, which will damage any non-Flying/non-Levitating opponent 25% of their HP everytime they switch in. Stealth Rock only needs to be laid down once and can deal 3.125-50% damage depending on how much the opponent resists or is weak to Rock when they switch in.

But if the opponent won't switch, you can force them to switch with Roar or Whirlwind.

Sunny Day + Solarbeam + Chlorophyll Ability (AKA SunnyBeaming)

With the Chlorophyll Ability, you can double your speed after using Sunny Day, which means you will basically outrun all your opponents. Then you can also fire off Solarbeams in one turn.

Thunder Wave + Confuse Ray (AKA Parafusion)

When paralyzed, you have a 25% chance of not being able to attack. When confused, you have a 50% chance of hurting yourself. Combine the two status effects and you'll have a 75% chance of not being able to attack, which can be very annoying.

Toxic + Protect (AKA ToxicStalling)

Since Toxic damage increases gradually, you can stall for time by using Protect. Don't rely too much on this though - many Pokemon are immune to Toxic or can simply heal it off.

Trick + Choice Band/Choice Specs/Choice Scarf

The item Choice Band powers up your Attack by 50%, Choice Specs boosts your Sp. Attack by 50%, and Choice Scarf boosts your Speed by 50%. All of these items limit you to only one move. If you hold a Choice item and use Trick, you'll gain the opponent's item while the opponent recieves Choice item. If the opponent doesn't have any moves to benefit from these items, it will be completely screwed over and this is certainly a sneaky way to disable certain opponents.

Wish + Protect

Wish heals your HP by 50%, but it works the turn after you use it. You may not be guaranteed to survive until then so use Protect the next turn to ensure that you will get healed.

Yawn + Focus Punch (AKA YawnPunch)

Yawn makes your opponent drowsy and unless they have something to cure or prevent Sleep, they will most likely switch out. You can then use Focus Punch on the turn they switch and hit whatever comes in with a powerful Fighting attack.

The listed above involve different strategies that may help your team out. These are amongst the most popular and widely use, but keep in mind that there are many more.

It never hurts to use some defensive moves. In fact, the most n00biest thing to do is to build an entire team of 100% Sweepers.

Some moves that some trainers think are good - but really aren’t ...

It sounds strong, looks strong, but is it really? If you said no, have a cookie. When you math it out, you will find out Hyperbeam is one of the most horrible moves out there. First of all, Hyperbeam takes two turns to inflict a 150 Power. So if you divide 150 by 2, that will equal 75 Power. That means Hyperbeam only is inflicting 75 Power Moves each turn! Is that worth it? No. But if that’s not enough to change your mind ... Hyperbeam can put your pokemon on the line. It needs a turn to recharge. A dangerous opponent pokemon could easily switch in to set up and sweep while the user with Hyperbeam is trapped on the field. So do not use Hyperbeam or any other form of it (Giga Impact, Hydrocannon, Roar of Time, etc.)

Fly, Dig, and Dive
They have decent power, and they can avoid the opponents attack for once. Sounds neat, right? If you said no, you're not getting a cookie this time, but you are still right. Remember that the opponent carries defensive moves too. So if you used Fly / Dig / Dive on the same turn they chose to use defense, you just gave them a free turn! Not to mention that the opponent can use Protect on the turn you attack. So Fly, Dig, or Dive should nevar (xD) be used.

Weak Moves
I know, kind of obvious, right? If a certain move outclasses it, then use the stronger move. There's no point in using the weaker one, just use the stronger one. Buut... there are some exceptions. Some moves like Ice Shard and Rapid Spin are used because they have a very nice effect. Even though they have low Power, they are still used because they have a side effect that can be very useful.

Low Accuracy
Accuracy can play a vital role in your survival. Moves with low Accuracy should be avoided. Thunder, Blizzard, etc. Even they have a whopping 120 base power, its still bad. They hardly ever hit, not to mention the abyssmally low PP. With a few hits and misses, those moves will run out fast. So try to avoid them. Note that moves like Stone Edge, Fire Blast, Focus Blast, Hydro Pump etc. are exceptions since they are found in standard sets and their accuracy isn't too bad.

Items can be very helpful in tight situations. And it never hurts to attach one to a Pokémon. But make the most of your items and only use the best ones.

Many beginning trainers think that some items are good, and they’re really terrible.

Charcoal, Miracle Seed, etc. should not be used. If you built your moveset correctly, an item like Charcoal or Miracle Seed will only be boosting one attack’s power. By the way, did I mention the Power Boost was very minimal? It only boosts a move’s power by a 10% increase. So if you have a Weavile holding a Sharp Beak, it will raise Aerial Ace’s power by 1.1

60 Base Power x 1.1 Sharp Beak = 66 Base Power

66 Base Power is barely any better than a 60 Power, so it’s sort of a waste. Same thing goes for Plates. They boost an attack’s Power by 1.2, but that’s still barely any difference.

The better items used are more common. Some of the common items used are …

Life Orb
Choice Band
Choice Scarf
Choice Specs
Expert Belt
Wide Lens
And many more …

Exploit your Weaknesses

When a team is considered weak to another Pokémon or element, that means that 3 or more of the Pokémon have a type weakness. This means that no more than 2 Pokémon should share a common weakness or your team will get eliminated. A good way to check your weaknesses is by making a Threat List.

If you have minimal weaknesses, then congratulations! Your team passes this test! But if it doesn’t, try making some adjustments to the lineup or movesets.

I cut out some parts, I'll post again when somebody posts as I can't double-post. ~ Itachi_2007 ~

04-19-2008, 12:53 AM
thank you for the post itachi, it's a good intro to ev training

04-19-2008, 05:14 AM
Do you have any levels?

Itachi_2007: That was a long quote. :oops:

04-19-2008, 05:15 AM
uhh the levles are between 70 and 100

04-19-2008, 12:09 PM
Do you have any levels?

Itachi_2007: That was a long quote. :oops:

Because it was a guide, and they have to be through / complete. ~ Itachi_2007 ~ EDIT:


Natures are the final thing that effect a Pokémon’s stats. If you want to find a good nature, pick a Nature that boosts the stat that a Pokémon uses a lot and decreases the stat that the Pokémon doesn’t use very much.

Neutral Natures

Bashful Nature (Neutral)
Docile Nature (Neutral)
Hardy Nature (Neutral)
Serious Nature (Neutral)
Quirky (Neutral)

+Attack Natures

Adamant Nature (+Atk, -SAtk)
Brave Nature (+Atk, -Spd)
Lonely Nature (+Atk, -Def)
Naughty Nature (+Atk, -SDef)

+Defense Natures

Bold Nature (+Def, -Atk)
Impish Nature (+Def, -SAtk)
Lax Nature (+Def, -SDef)
Relaxed Nature (+Def, -Spd)

+Speed Natures

Hasty Nature (+Spd, -Def)
Jolly Nature (+Spd, -SAtk)
Naive Nature (+Spd, -SDef)
Timid Nature (+Spd, -Atk)

+Special Attack Natures

Mild Nature (+SAtk, -Def)
Modest Nature (+SAtk, -Atk)
Quiet Nature (+SAtk, -Spd)
Rash Nature (+SAtk, -SDef)

+Special Defense Natures

Calm Nature (+SDef, -Atk)
Careful Nature (+SDef, -SAtk)
Gentle Nature (+SDef, -Def)
Sassy Nature (+SDef, -Spd) IV Breeding Guide

So I’ve maxed out all my EVs in my Salamence’s Attack Stat. And I compared my Salamence’s Attack stat with another one and that Salamence’s Attack stat is still higher! What is happening? Well, you’d be surprised that the EVs of a Pokémon’s stats! IVs are another value that can help a Pokémon get stronger. IV stands for Individual Values.

IVs in every stat (HP, Speed, Attack, Defense, Special Attack, and Special Defense) can range from a number of 0 – 31. Of course, the higher the number is – the better. IVs have the most effect on a Pokémon’s stats. Take Shuckle for example. While measuring its Defense and Special Defense, you realize that there is a 75 Point difference! Shuckle’s Defense and Special Defense stats are both at a sturdy 230, but how come there is such a broad difference in the stats?

IVs are determined by random on every pokémon except if you breed. When you breed, the IVs of the parents will influence the offspring to some degree. 3 out of 6 of the offsprings’s IVs are based on the parents’ IVs. The rest are determined randomly. For example, if you’re breeding a male Camerupt with a female Camerupt, the male Camerupt may give their Attack and Speed IVs to the offspring while the female gives its HP IVs to the offspring. Occasionally if the IV value is the same on both parents, the same IVs for a stat will influence the child. Meaning that only 2 IVs of a stat will be given to the child.

Yes, IVs need a lot of time and patience, and a little bit of luck. So don't get mad if you get the bad babies, time is the answer...

To find out how many IVs your pokémon has, check out Metalkid's IV calculator.

Any further questions about IV Breeding should be posted in Strategies and Movesets's Sub Forum - Breeder's Corner.

How to Compose a RMT Thread
By Toothache

I'm seeing more and more often badly written RMT posts, with no thought given to the Pokemon chosen or their moves. So in an effort to help encourage better battling, I give you this guide on how to write a Rate My Team thread.

I will try and make it as simple as possible, because the world of competitive battling is difficult at the best of times.

Do not ask people to make you a team.

This is pretty basic. The whole point of RMT threads is that they are designed to help you fix your complete team, not for someone to make a team for you. There is a sticky entitled 'Request a team' for that purpose, and all request posts serve is to clutter up the forum.

Also, 'Rate My Team' does not mean a rating out of 10. What can a number tell you about how bad or good your team is?

Request a Team

Now that this is out the way, let me give you an example of how to write a Pokemon's data so it can be rated fairly.

Pokemon name @ Item held
Ability (if there is more than one ability possible, this choice can sometimes be crucial)
EV (for more information on Effort Values, see this sticky - Compiled Guides)
Nature - the Pokemon's nature
- Move 1
- Move 2
- Move 3
- Move 4

Although this format doesn't need to be followed exactly, something similar to this is both visually appealing and gives the rater all the information they need to properly assess your Pokemon. Trying to squeeze all the information onto one or two lines looks cluttered and is often difficult to read. I will give you an example, here is my Starmie.

Starmie @ Choice Specs
Ability: Natural Cure
EV: 4 HP / 252 SpAtt / 252 Speed
Nature: Timid
- Surf
- Ice Beam
- Thunderbolt
- Grass Knot

This is a pretty clear way of getting your data across, and is the format used by both NetBattle and Shoddybattle.

After you have given the basic data of your Pokemon, you can add some notes below as to why you have chosen the combination of moves, item, EVs, nature and ability. Most raters are familiar with at least the standard movesets, so they can often recognise straight away what you are aiming to do with your Pokemon. Commenting on this is usually space wasting.

Instead, I encourage you to analyse your move choice. Grass Knot may seem an odd choice for Starmie at first glance, but it is there to give you an easy time with dealing with Swampert (Quagsire and Whiscash are all hurt heaviily by this move too, although they are less commonly seen). You can even comment on your EV choice, if you have access to a damage calculator (I recommend Metalkid's to be pretty accurate, quick and easy to use), you can include some damage formula for attacks, or taking certain attacks from certain Pokemon.

Metalkid's Damage Calculator is a good resource.

Swampert for example often has EVed it's HP to have 401 exactly, this may seem an odd choice, but this gives you the ability to survive 4 Seismic Toss attacks from Blissey, or 5 with Leftovers as a held item. The fourth (or fifth) attack with always get you to 1 HP, just enough to get that extra sneaky attack in.

You can include IVs in your analysis if this is for an in-game wifi team, although this is not necessarily seen it can give an even deeper analysis Say you had 31 IV in Speed for Starmie, you can just go ahead and max it's Speed, or give it enough to just outspeed Gengar, saving you more EV for other purposes. This conservation of EV can often be crucial in giving you extra survivability, or better attack in the case of mixed sweepers.

Speaking of which, I should give you a general idea of what a team actually needs. The general concensus of a balanced team suggests you have at least the following:
1 special sweeper
1 physical sweeper
1 special wall
1 physical wall
1 Rapid Spin user
A way to deal with Sleep move users, either by Insomnia, Natural Cure, Aromatherapy or Heal Bell, or by using Sleep Talk on a Pokemon and absorb the sleep move for your team.
A first strike move like Fake Out, Quck Attack, to deal with low health things which normally outspeed you

Some Pokemon can fill multiple roles, for example Forretress can be both a physical wall and a Rapid Spin user. Bronzong can take the role of a tank, which is effectively a wall for both physical and special moves. While we are here, let's define what the roles are:

Physical Sweeper: Anything with a high Attack stat, or a way to boost it's Attack stat and attack with massive damage, and often coupled with high Speed to get highly damaging physical moves at your foes. Weavile is an example of a physical sweeper.

Special Sweeper: Anything with a high Special Attack stat, or a way to boost it's SpAtt and attack with massive damage, and often coupled with a high Speed ot get highly damaging special moves at your foes. Alakazam is an example of a special sweeper.

Mixed Sweeper: Something with the capability of doing heavy damage with both physical and special moves. Infernape is an example of a mixed sweeper.

Physical Wall: Anything capable of taking physical hits for your team, in order to give your team some survival or force a switch. Often walls have a health recovery move to give them lasting power. Skarmory is an example of a physical wall.

Special Wall: Anything capable of taking special hits for your team, in order to give your team some survival or force a switch. Often walls have a health recovery move to give them lasting power. Blissey is an example of a special wall.

Tank: Something able to absorb hits from both physical and special hits. Bronzong is an example of a tank.

Cleric: Something with the ability to support the team with healing and recovery moves, more specifically Wish, Heal Bell and Aromatherapy. Blissey is an example of a Cleric.

Those are the general roles a team member can play. As for the case of Rapid Spin, a common selection of moves are Spikes, Stealth Rock and Toxic Spikes, which can do serious damage over time (especially if you are forced to switch). The use of Rapid Spin can be negated if you have a way of dealing with these moves. Steels and Poison types can come in on Toxic Spikes, Flying types and those with Levitate can ignore Spikes. Steelix for example has a 4 x resistance to Rock which significantly reduces the damage done from Stealth Rock. By keeping these three moves in your mind, you may not need Rapid Spin if you balance your team right, but it's much easier to get rid of them so you can get certain things in. Ninjask for example has a 4 x weakness to Rock, so in order to get him in safely you need a Rapid Spinner to eliminate Stealth Rock, otherwise he loses half his health just by switching in.


While we may not like to admit it, some Pokemon are far better than others when it comes to battling. This is where the idea of tiers come in. A tier is a group of Pokemon that can battle each other fairly, and not generally be completely outclassed by others in the same tier. The most common tier in battling is OU, or overused, although there are many other tiers which are used to give all fully evolved Pokemon an environment in which they can battle without fear of being hopelessly outclassed.

The list of main tiers are below:
OU - Overused pokemon, pokemon that have very good stats, yet aren't uber
BL - Borderline pokemon, pokemon in the crossfire between OU and UU
UU - Underused, pokemon that aren't seen commonly
NU - Not Used, pokemon that are almost never used on teams

There is also another tier, called the uber tier. This is where the most powerful legendaries battle on a level playing field, so you can give your Mewtwo or Deoxys some love without fear of being told not to use it, since your opponent also has them too. Some non-legendary Pokemon are seen in ubers which are generally not seen in the OU tier (Shedinja for example), but many of these take advantage of the Drought and Drizzle abilities of Groudon and Kyogre (using Swift Swim or Chlorophyll).

Just to be clear, here is a list of what legendary Pokemon are considered uber, and what are considered OU.

Uber legendaries: Mew, Mewtwo, Lugia, Ho-oh, Latias and Latios (if holding the item Soul Dew, OU otherwise), Groudon, Kyogre, Rayquaza, Deoxys (all forms), Dialga, Palkia, Darkrai, Arceus, Manaphy

OU legendaries: Articuno, Zapdos, Moltres, Entei, Suicune, Raikou, Celebi, Regirock, Regice, Registeel, Jirachi, Azelf, Uxie, Mesprit, Heatran, Regigigas, Phione, Shaymin

Not all legendaries are too powerful to be used in normal (OU) battles, but some are. So, you can use some legendaries, and they can use them on you and they won't be overpowered compared to the non-legendary Pokemon with similar or higher stats (Tyranitar, Salamence, Dragonite for example).

New terms from Azonic:

Curselax (Snorlax @:Leftovers
Trait: Thick Fat
Adamant/Careful Nature
-Sleep Talk/Return/Crunch/Earthquake

Agil-gross - Metagross @:Leftovers/Life Orb
Trait: Clear Body
Adamant Nature
-Meteor Mash

Scarfcross - Heracross@:Choice Scarf
Trait: Guts
Adamant Nature
-Close Combat
-Stone Edge

McIceGar - Gengar@Life Orb
Trait: Levitate
Timid Nature
-Focus Punch.

Specsmence - Salamence@Choice Specs
252 Spd/252 Sp atk
-Draco Meteor
-Hydro Pump
-Dragon Pulse.

Common Pokemon

Breloom @:Toxic Orb
Trait: Poison Heal
Jolly Nature
-Focus Punch
-Leech Seed
-Seed Bomb.

Jumpluff @:Leftovers
Trait: Chlorophyll
Timid Nature
-Leech Seed
-Sleep powder
-Sunny Day

Electrivire @:Leftovers
Trait: Motor Drive
-Ice Punch
-Cross Chop/Brick Break.

Trait: Intimidate
Nature: Jolly
-Dragon Dance

Salamence@Choice Band
Trait: Intimidate
Jolly Nature
-Aerial Ace
-Dragon Claw
-Stone Edge

Alakazam@Choice Specs
Trait: Synchronize
Timid Nature
-Focus Blast
-Shadow Ball
-Energy Ball

Skarmory@Shed Shell
Trait: Keen Eye
Impish Nature
-Drill Peck

Ninjask@Focus Sash
Trait: Speed Boost
Adamant Nature
-Swords Dance
-Baton Pass
-X Scizzor

Trait: Natural Cure
Timid Nature
-Ice Beam
-Rapid Spin

Trait: Solid Rock
Adamant Nature
-Stone Edge
Avalanche/Substitute/Rock Polish

Blissey @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Seismic Toss
- Ice Beam
- Aromatherapy / Thunder Wave
- Softboiled

Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Earthquake
- Ice Fang
- Slack Off
- Roar / Stealth Rock

Garchomp @ Leftovers / Life Orb
Trait: Sand Veil
EVs: 16 HP / 252 Atk / 240 Spd
Jolly Nature (+Spd, -SAtk)
- Fire Fang
- Earthquake
- Dragon Claw
- Swords Dance

Heatran @ Choice Specs
Trait: Flash Fire
EVs: 52 HP / 204 Spd / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Fire Blast / Flamethrower
- Earth Power
- Hidden Power [Electric] / Explosion
- Dragon Pulse

Infernape @ Life Orb
Trait: Blaze
EVs: 24 Atk / 232 Spd / 252 SAtk
Naive Nature (+Spd, -SDef)
- Flamethrower
- Grass Knot
- Close Combat
- Nasty Plot

Tyranitar @ Choice Band
Trait: Sand Stream
EVs: 60 HP / 252 Atk / 196 Spd
Adamant Nature (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Pursuit

Weavile @ Choice Band
Trait: Pressure
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch / Ice Shard
- Pursuit
- Night Slash / Ice Shard
- Brick Break

Suicune @ Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Surf
- Roar
- Calm Mind
- Rest / Ice Beam

Swampert @ Leftovers
Trait: Torrent
EVs: 240 HP / 212 Def / 56 SAtk
Relaxed Nature (+Def, -Spd)
- Hydro Pump
- Earthquake
- Roar / Stealth Rock
- Ice Beam

Gliscor @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Roost
- Stealth Rock / Knock Off
- Earthquake
- Aerial Ace / Ice Fang

Cresselia @ Leftovers
Trait: Levitate
EVs: 252 HP / 108 Def / 148 SDef
Bold Nature (+Def, -Atk)
- Sleep Talk
- Rest
- Ice Beam
- Charge Beam / Psychic

Azelf @ Life Orb / Leftovers / Expert Belt
Trait: Levitate
EVs: 36 HP / 220 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Psychic
- Flamethrower
- Nasty Plot
- Grass Knor / Hidden Power [Fighting]

Dusknoir @ Leftovers
Trait: Pressure
EVs: 252 HP / 76 Def / 180 SDef
Careful Nature (+SDef, -SAtk)
- Will-o-Wisp
- Thunderpunch / Fire Punch
- Thunderpunch / Shadow Sneak
- Pain Split

Bronzong @ Leftovers
Trait: Levitate
EVs: 252 HP / 152 Atk / 8 Def / 96 SDef
Relaxed / Sassy Nature
- Gyro Ball
- Earthquake
- Stealth Rock
- Hypnosis

Porygon Z @ Choice Scarf
Trait: Adaptability
EVs: 4 HP / 252 Spd / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Tri Attack
- Dark Pulse
- Thunderbolt
- Ice Beam

Lucario @ Choice Specs
Trait: Steadfast
EVs: 4 HP / 252 Spd / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Aura Sphere
- Vacuum Wave
- Hidden Power [Ice] / Dragon Pulse
- Shadow Ball / Dark Pulse


DD-Dragon Dance
CM-Calm Mind
DT-Double Team
AA-Aerial Ace
HP (type)-Hidden Power
SD-Swords Dance
SR-Stealth Rock
CB-Choice Band
FR/LG-Firered/Leafgreen GBA games
R/S/E-Ruby/Sapphire/Emerald GBA games
G/S/C-Gold/Silver/Crystal GBC games
R/B/Y-Red/Blue/Yellow GB games
PBR-Pokemon Battle Revolution
D/P-Diamond/Pearl DS games
Skarmbliss-The wall combo of skarmory and blissey
Eeveelution-An evolution of Eevee
CMcune-Suicune with Calm Mind (tank)
Specsmence-Salamence with choice specs (spec. sweep)
DDmence-Salamence with Dragon Dance (phys. sweep)
CBmence-Salamence with choice band (phys. sweep)
Mixedmence-Salamence as a mixed sweeper
Scarfcross-Heracross with choice scarf (phys. sweep)
CBcross-Heracross with choice band (phys. sweep)
Agiligross-Metagross with agility (phys. sweep)
Tauntrados/Tauntdos-Standard Gyarados with taunt and DD
DDtar-Tyranitar with Dragon Dance (phys. sweep)
(Tyrani)Boah-Tyranitar as a subpunching tank
CBtar-Tyranitar with choice band (phys. sweep/tank)
Curselax-Snorlax with curse (tank)
McIceGar-A mixed sweeping, subpunching gengar
OU-Overused (standard pokemon)
BL-Borderline (fairly strong pokemon)
UU-Underused (uncommon pokemon)
NU-Never Used (pokemon almost never used in standard play) Parts I cut off. ~ Itachi 2008 ~

04-22-2008, 02:34 AM
Pokemon 1: Blissey
Nature: Mild
Ability: Natural Cure
Move Set: Psychic, softboiled, Ice Beam, Egg Bomb

Pokemon 2: Lucario
Nature: Modest
Ability: Inner Foccus
Move Set: dragon rush, Drain Punch, Dark Pulse, dragon pulse
Item:choice specs

Pokemon 3: Marowak
Nature: Quite
Ability: Rock Head
Move Set: Earthquale, Bone Rush, Flamethrower, stone edge
Item: muscle band

Pokemon 4: Gengar (female)
Nature: Serious
Ability Levitate
Move Set: Psychic, Shadow Ball, Attract/Hypnosis, thunderbolt
Item:life orb

Pokemon 5: Salamence
Nature: Sassy
Ability: Intimidate
Move Set: Dragon Pulse, thunder fang, Aerial Ace, hydro pump
Item: choice specs

Pokemon 6: Typhlosion
Ability: Blaze
Move Set: other move thats not fire, flare blitz, stone edge, iron tail
Item: ???

additions are not in bold lol. so your gonna have to look through