I finally finished breeding and training my "Four Horseman". I'm kinda obsessed with angel/demon/apocalypse mythology, so I've made a four horseman team in my games since Gen II. This time I decided to make the Pokemons color categorys match their horseman.
First Horseman, Plague (White): Froslass (Lead)
Second Horseman, War (Red): Scizor (Physical Sweeper)
Third Horseman, Famine (Black): Snorlax (Special Wall)
Fourth Horseman, Death (Gray): Skarmory (Physical Wall)
You'll notice that Death is gray instead of pale green... that's because the green color category isn't exactly "pale green" and there were no Pokemons in the category that really matched what I wanted. I did consider Tyranitar, but last gen's War was Tyranitar, so...In the end I just decided that "ashen" color was close enough. Snorlax as Famine is a match made in heaven. :D
Also, I trained Calamity. I didn't wanna work against it's shitty nature (Modest), so I gave her a really messed up build: S.Atk 252 / Atk / 252 / Spe, with a move pool of Dragon Dance, Crunch, Flamethrower and Ice Beam. Dragon Dance has limited use, but I hesitate to overwrite it with something like Superpower since it's her egg move.
Froslass is a, uh, interesting choice for a lead, especially without Abomasnow's hail support.
Suicide lead, actually. And I chose it because of the lack of white Pokemons, and the fact that I got pissed off at Togepi breeding. :D Togekiss was my first choice for Plague, but anyway, the Horsemen aren't supposed to have any real synergy with eachother anyway. I thought of doing that first, but it got pretty stressful because of the small pool of pokemons I had to work with. I basically just wanted to do something fun and interesting with each of them.
Edit: So to clarify, no, that's not my actual team and it's doubtful I will ever use more than two of them in a same team. :D
I always try to convince myself to just make teams for the fun of it, but I can't seem to manage to do it anymore.
And just to follow it all up, there's nothing wrong with Froslass or any of the ones you listed, they just don't (as you already mentioned) have much synergy with each other. Froslass is a tricky lead though, you constantly have to be aware of what leads might be carrying Bullet Punch, lest you attempt to set up a layer of spikes or destiny bond, and end up eating a STAB BP before you get anything off.
Yeah, but that's why I'm breeding/training less "traditional" builds now, I want to learn to battle with more interesting strategies.
I'm pretty good at predicting switches and moves, and I know most of the common OU builds by heart, but I really lack experience in using anything more elegant than Baton Passing, so I'm breeding a lot of OU/UU tier Pokemons, including a lot of my old favorites, with less used/traditional builds.
Because of this, I'm not really shooting for 30/31 spreads anymore, because it's really tedious. But Pokerus and Power Items have made the EV training pretty painless process.
Entry hazards, forcing switches with Yawn, and Phazing are all good strategies to become familiar with. You don't really see a lot of dedicated phazers like you used to (Skarmory used to be a pretty dedicated phazer, now you see him more as a wall) but they play pretty well, especially if you can pair them with pursuit. I've never been much of a fan of using them though, there's too much of an element of unpredictability in all of it.
The only thing that I'd really recommend to anyone planning to play even mildly competitively is to carry a rapid spinner, for nothing more than the simple fact that Stealth Rock and a full set of Toxic Spikes can fuck over so many different pokemon and strategies. Tentacruel is really good at it, since he can switch into Toxic Spikes and remove them purely because of his poison typing, and then rapid spin Stealth Rock away with minimal damage taken. Starmie is good at it too, since Natural Cure allows him to switch into a set of Toxic spikes with no penalty.
As I mentioned before, Claydol is a great rapid spinner too and tank-ish since he has levitate to avoid the spikes and resistance to stealth rock
I really only use Yawn on my lead Empoleon but it does lead to setting up your own Stealth Rock or get a free hit/second yawn on switch.
Ok Thx, also i would like you guys to evaluate my Team of pokemons right now and tell me what i can get/change for a stronger build
This is mostly for doing gyms and all, when i will be finish with the game i will train the rests of my pokemon
Feraligatr (lv 32)
Pikachu (lv 30)
Charmeleon (lv32)
Shiny Gyarados (lv 30)
Kadabra (lv30 gonna need to trade it to get alakazham one day)
Pidgeotto (lv 26) (keeping him until Friday gonna try to get Lapras)
So the Pokemon i am currently possessing and that i wanna use one day
Poliwag (lv8)
Staryu(lv10)
Lapras(gonna try to get it Friday in union cave)
Dratini (lv 23) (i am lving it in pokewalker because he seems to suck until i get Dragonite
Butterfree (lv22)
As you can see i love water pokemon. So if you have any tips feel free to tell me, (i have other pokemon too but i can<t start enumerating them)
Also i only have HG so don<t ask me to get some from plat or ruby cuz i dont
Thx
Yeah I can see your point too but access to psychic moves helps out as well if you feel they are going to go to ghost. Just more mind games and guessing XD Starmie is one of my favorite pokémon in general but just seems everyone loves to carry Earthquake on many of their own pokémon ._. least you can get rid of the spikes/rocks lol
Yeah, earthquake is overused as hell, if for no reason other than the fact that it's available on a wide range of the bruisers in the game, has good type coverage, and whatnot. I'd actually like to see more people do 2v2 battles, simply because it would involve more strategy (Earthquake hits every pokemon on the field for instance, same with surf - even your own teammates) and introduce a usage for "useless" abilities like Lightningrod and the like.
I'm honestly surprised the competative arena hasn't progressed more towards double fights; there's a lot more strategy to it. Well, maybe I answered my own question, but speaking as a casual player, I'd be more interested in competative play if doubles were involved more often. I really enjoyed the primarily-double nature of Gale of Darkness, for instance.
I occasionally do 2v2 on Revolution with rl friends but our teams are limited since we haven't made all our Shoddy teams yet (TM issues mostly) and there is definitely a stretegy involved with it when many of us use Surf and Earthquake. Our starters definitely change to accomodate the opponent and makes Focus Sash users need to rethink (as well as the opponent to consider attacking the same pokémon twice if they do have one)
Wish Shoddy did 2v2 would be fun to experiment to make teams with to use on Revolution /sigh
Edit: I found many people don't like 2vs2, not sure why really. Have to change their style?
It requires a much, much different strategy, and after years of people focusing on 1v1 I think it's just a lot of effort that communities like Smogon don't want to deal with. It's a lot of fun to do 2v2, but it really minimizes the competitive game to mainly sweepers, since a lot of walls and phazers have their effectiveness drastically reduced when a team of 2 fast sweepers can down them before they have the chance to set anything up.
It's fun, but it really starts to become a contest of brute power over deep strategy, since it becomes hard to manage a lot of setups to sweep, walling tactics, and pretty much anything else when you suddenly have to worry about having a single pokemon get hit x2 in a single turn.
Just as an example, it totally wrecks Baton passers like Ninjask, since anything requiring a sub to be set up gets smashed immediately, then the pokemon behind it gets hit, which shuts down a lot of baton passers that rely on speed and hiding behind subs to get the passes set up.
Edit: Fuck I used the phrase "set up blah blah" way too many times in this post.
Okay, that does explain a lot. I didn't think it through very well, likely due to my limited history with competitive play. It does shut down a lot of defensive options, I see that now. Thanks for explaining.
It actually makes for some really fun combinations, like running Gyarados with Rhyperior w/ Lightning Rod, and setting up Dragon Dance + Helping Handed Waterfalls.
edit:
Running that combo could literally one shot just about anything, and given Helping Hand's +5 Priority, all you'd need to do is set up Rhyperior to stay alive on the first turn while you set up a Dragon Dance, and then sweep with any of Gyarados' moves boosted by helping hand.
The +50% power paired with Gyarados' boosted speed and attack from a single dance would wreck just about anything before it made it's move, you'd just have to predict and take down anything that could present a serious threat to Rhyperior before it got taken down.
Sunny Day teams would be fun too and pair with Cherrim and it's Flower Gift ability
As awesome as that would be, Rhyperior can't learn Helping Hand
http://www.serebii.net/games/moveset.shtml
I know this is from like 2 pages ago, but I wanted to clarify. No, the shinyness of a roamer isn't determined at the start of the game, it's determined when you "release" them into the wild. For example, it's determined if Raikou and Entei will be shiny once you find them in the tower in Ecruteak and they run away to roam the wild. If you save before you release them from the tower, you could theoretically soft reset and keep releasing and re-finding them in the wild until they're shiny, but it takes so long it's not worth it unless you're a die hard raikou/entei fan.
On an unrelated note, I decided to try soft resetting for a shiny starter today and after only 579 soft resets I got a shiny Totodile. I'm pretty pumped since the last shiny I found was in the original Gold version. Unfortunately it's Modest, but I'm only going to use it to play through the regular game so it's no big deal.