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View Full Version : The A.T.K.G Team [4 Accounts Over 1600 on Shoddy w/Team]


Limitless
09-29-2008, 01:45 AM
I haven't got much advise on the other board that I posted this team in, so lets see if you guys can do any better. This has not implemented the Platinum updates or the fact that Garchomp is now banned. If you mention any of those two things, I will hit you hard with a baseball bat. Consider yourself warned... I'm not going to post my Platinum team, since I don't want that one stolen.

- This has most definitely been my most successful team as of yet. I believe that every person should play to their strengths, and stray away from their weaknesses. That is exactly what I did here. This team is designed to "wear down" your opponent with bulky pokemon. After that, ScarfChomp is designed to sweep from there. This team was 1/2 teams that I used on a regular basis. Now that Garchomp is banned, I am retiring this team. Feel free to comment/steal this team.

This team has gotten me to 1616, 1639, 1664, and 1632 on four different accounts as of right now, and still climbing. As I stated in the paragraph above, this team is designed to wear down the opponent for a ScarfChomp sweep. Iggybot helped me make the team thanks to Kevin Garrett for telling him to help me! Also, KG hates Garchomp, so this team was made for him. I don't want to abuse Yache Garchomp, so that's my excuse. Also, the sprites are from Pokesho.com, and I am using the format that many of the Smogon people are using.

http://i33.tinypic.com/28lfgk3.gif
Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP/176 Def/80 SAtk
Bold nature (+Def, -Atk)
- Ice Beam
- Thunderbolt
- U-turn
- Stealth Rock

Description: I had never used Mesprit before this team, so using it was a massive surprise. It saves my butt so many times in late game situations when a Garchomp, Gyarados, or Salamence come into play. The basic idea of this little guy is to set up the Stealth Rock, and still survive the first turn. He then is to be used when I am facing something that could overwhelm my team. I send this guy out before Garchomp due to the fact that, I want Garchomp to be sweeping late.

EVs: Basically here I just threw in the basic EV spread of Mesprit. No need to reinvent the wheel if your using it for the same purpose. The Def Ev's are there for defending against many of the Garchomps I encounter, while the Sp Att ev's still allow me to pack a punch against them.

Team Work: Mesprit really ties all the loose ends of my team. It takes care of some of those pokemon that could eventually ruin the end result of a Garchomp sweep. Also, Since I am running Adamant on Garchomp, opposing JollyScarf Chomps tend to be a slight issue. So Mesprit is there to save the day on that ordeal. After that, I normally U-turn out expecting a switch.

http://i35.tinypic.com/2gt9c47.gif
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Ice]
- Grass Knot
- Recover
- Leech Seed

Description: Celebi is much like Mesprit in ordinance to its role on the team. It is there to tie up all the remaining loose ends. Due to the fact that there were many things of that caliber to stop my end resulting outcome, I decided that I should have this guy on my team. It is also 1 of the 2 members of my defensive core. It takes most Garchomps after Mesprit has done its job to weaken it with ice beam. Celebi is also my main defense against Metagross if it gets a agility in.

EVs: The Ev's once again are very standard. The high Hp and Def Ev's are fairly self explanatory.

Team Work: As I stated in the description, Celebi ties all the loose ends that Mesprit can't fulfill. It stops many choice users in their tracks also. Also, is a very potent staller if I may say so myself.

http://i33.tinypic.com/iy3mv5.gif
Gyarados (M) @ Life Orb
Ability: Intimidate
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Waterfall
- Dragon Dance
- Ice Fang

Description: Life Orb Gyarados is really something that is extremely hard to stop. After Stealth Rock is in play, Starmie is OHKO'd by Earthquake. Not many things can stand up to this. Waterfall is for stab while Icefang takes care of the flyers.

EV's: The Attack Ev's allow for Gyarados to sweep plenty of things with its monstrous attack with Life Orb. Not to mention all the speed Ev's directed into it.

Team Work: This Gyarados is mainly used for late game when the opponent is pretty much worn down. Gyarados is the Pre-Show for Garchomp to come in and pretty much sweep. This thing softens up the opponent like you wouldn't believe.

http://i35.tinypic.com/9hi5bn.gif
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/96 Def/100 SAtk/60 SDef
Modest nature (+SAtk, -Atk)
- Lava Plume
- Earth Power
- Rest
- Sleep Talk

Description: Sleeptalk Heatran is one of the best counters to Celebi. Not to mention the durability against many special sweepers. Flash Fire is also a added bonus. Lava Plume hits many Physical attackers with burn, which severely cuts their attack. This is also the second member of my defensive core alongside Celebi.

EVs: The Ev's allow for maximum durability while still packing a punch against other pokemon. This once again is a pretty standard Ev spread.

Team Work: As a member of the defensive core, its job is to defend. It like the rest of the members of my team, is to wear down the opponent. The combo of Celebi and Heatran, makes the opponent seem like the match will never end. This guy also takes all of the sleep inducing moves.

http://i37.tinypic.com/2h2h4kz.gif
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/244 Atk/12 Def
Adamant nature (+Atk, -SAtk)
- Earthquake
- Meteor Mash
- Pursuit
- Explosion

Description: Metagross completely fits my team to no end. Metagross's job is to take out Deoxys-E. With Gyarados and Garchomp being threatened by Deoxys-E, I saw no better chance then to bring Choice Band Metagross into the team. With either Ice beam or Thunderbolt, Metagross can take those hits and deliver a Pursuit to KO on the switch or 2 OHKO if it stays in I believe.

Evs: Once again extremely standard. The attack Ev's allow Metagross to do its job effectively, while the Hp Ev's allow it to take hits from Deoxys-E.

Team Work: I can't stress enough how much Metagross fits my team. It stops Deoxys from making sweeps, and also KO's Scarf Gengars who think they can stop Garchomp/Gyarados that easily.

http://i37.tinypic.com/2uxtqig.gif
Garchomp (M) @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Dragon Claw
- Outrage
- Fire Blast

Description: Garchomp is the star of the show. He basically rips through teams late game with outrage/earthquake. This is one seriously underrated Garchomp. It is overshadowed by Yache and Sub/Salac Chomps.

Evs: Once again very standard. Attack and Speed Ev's are obvious, since that is the only thing it should be doing.

Team Work: Garchomp completes the team. It is the second best late game sweeper in the game behind Deoxys-E. I can't say enough about ScarfChomp.

Vincent_Valentine_4
09-29-2008, 04:21 PM
The only pokemon that could single handedly give you a beating is a dragon dancing Tyranitar that thing could put a huge dent in your team if Metagross gets hurt decently before he shows up.

Limitless
09-29-2008, 07:41 PM
The only pokemon that could single handedly give you a beating is a dragon dancing Tyranitar that thing could put a huge dent in your team if Metagross gets hurt decently before he shows up.

ScarfChomp is also my viable safety net.

Vincent_Valentine_4
09-29-2008, 08:18 PM
Oh duh I forgot with the choice scarf you outspeed it even if it has a dd in well possibly a baton pass team could hurt you but I'm not sure this team looks pretty solid as long as you play it well.

Limitless
10-01-2008, 09:41 PM
Oh duh I forgot with the choice scarf you outspeed it even if it has a dd in well possibly a baton pass team could hurt you but I'm not sure this team looks pretty solid as long as you play it well.

A baton pass team could make a huge dent in any team. You just have to play smart about it.

Vincent_Valentine_4
10-01-2008, 09:42 PM
Also a super defensive team if played right could beat you man those are tough to beat.

-Holland-
10-01-2008, 10:58 PM
A baton pass team could make a huge dent in any team. You just have to play smart about it.

I think that principle applies to any team. It's kind of why UU team users that fare so well are considered to be the most skillful.

This team is excellent on paper, but most teams that carry a Taunting lead (pretty much all of them do, now) and play their hand cleverly will prevail against this team, but likewise, if you can forgo the naivety of that prospect, someone using this team could easily decimate any pretenses the opposition might have going for it.

If there's any criticism I have for this team, though, it's that Thunder Wave should be on Celebi over Grass Knot. It's an immensely underrated move on Celebi, and on the contrary, I think Celebi is one of its greatest purveyors with such great defensive stats and the ability to stall out Swampert and kill Salamence anyway. Moreover, it relegates the usefulness of Dragon Dance users of the other team to only a massive Attack base, but Speed that will fail against any and all counters. I often find this an invaluable asset, but it depends on how you assess it. As aforementioned, any team played decisively can obliterate this one if you can do it to them first...I just find Thunder Wave to be an infinitely rewarding precaution.

Limitless
10-02-2008, 01:46 AM
I think that principle applies to any team. It's kind of why UU team users that fare so well are considered to be the most skillful.

This team is excellent on paper, but most teams that carry a Taunting lead (pretty much all of them do, now) and play their hand cleverly will prevail against this team, but likewise, if you can forgo the naivety of that prospect, someone using this team could easily decimate any pretenses the opposition might have going for it.

The most common lead taunting Azelf is easily taken out. They Taunt, I U-turn to ScarfChomp. From there I Dragon Claw. That equals I get a free kill, AND prevent Stealth Rock from getting on the floor.

If there's any criticism I have for this team, though, it's that Thunder Wave should be on Celebi over Grass Knot. It's an immensely underrated move on Celebi, and on the contrary, I think Celebi is one of its greatest purveyors with such great defensive stats and the ability to stall out Swampert and kill Salamence anyway. Moreover, it relegates the usefulness of Dragon Dance users of the other team to only a massive Attack base, but Speed that will fail against any and all counters. I often find this an invaluable asset, but it depends on how you assess it. As aforementioned, any team played decisively can obliterate this one if you can do it to them first...I just find Thunder Wave to be an infinitely rewarding precaution.

I also have found Thunder Wave to be very successful. However, all of these moves were picked for the sole purpose of many different factors. Like I said, I don't use this team anymore because it is highly outdated. My Platinum team is completely opposite from this. It is complete offense. I find that offensive teams don't get hit with as much hax as defensive teams. That being said, you have to look at the metagame, and what the metagame is weak to.


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