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How to build a competitive team.

#1BosgoedPosted 2/17/2009 11:26:00 PM
Competitive teams can be hard to build, and this is just a few rules that can help you when building a competitive team.

1) Make sure your team has a goal in mind. Successful teams all have a general strategy that all the individual pokemon help with. This goal can be something like stall, offence, bulky wish passing, or even an entire team built around setting up a single sweeper. Having six OU pokemon with no central strategy doesn't make for a good team, it just gives your opponent easy wins. A few show guides of teams will be listed below, to help if you're making one of those:

Offensive:

Offensive teams are the most basic style of teams that you will encounter. It takes down opponents teams by simply attacking the opponent as hard and as fast as possible. An offensive team will usually have six powerful sweepers (choice, setup, and kind) that can work well together, and between the six of them they can kill anything in the game. The only residual damage that an offensive team will nearly always have will be stealth rock, and sand if you choose to use Tyranitar.

Because offensive teams will lack bulk, speed and priority are important. Not everything can be countered with an offensive team, so you will occasionally need to rely on strong priority attackers (Lucario, Scizor, Mamo) or a fast Scarfer (Latias, Gengar) to get rid of things that set up against your team. It's also usually a good idea to have a lategame sweeper that can setup and in a single turn to clean up after the other five sweepers have helped chip away at the other team (Salamence, Gyarados).

Stall:

Stall is a form of play that is the most defensive play style you will ever encounter. Stall typically beats its opponent in one of two ways. One, residual damage such as entry hazards, and status in combination with wear and tear damage from defense pokemon attacks. Two, the opponent gets pissed off and leaves. The first thing you do when you decide to make a stall team is decide which six pokemon to use. Once you decide this you start off with picking your blissey move sets.

*Note: Blissey is a requirement for all stall teams. Since the other five pokemon will be used to counter physical / mixed threats, and support the team. It is also typically important to use a Ghost (Rotom , Spritomb) and Celebi. Celebi offers a means to win late game (Perish song) and also provides the team with much needed support. The ghost provides the team with rapid spin blocking most notably rotom provides the team with a gyarados counter, and a status absorber.

Balanced:

Balanced teams are, well, balanced. Balanced teams consist of bulky sweepers and tanks(occasionally a frailer sweeper or two), that have good synergy. They don't need to rely on revenging nearly as much as an offensive team, and they can't counter as much as a defensive team, they're somewhere in the middle. Balanced teams, like all teams, nearly always have stealth rock. They also take advantage or status effects like thunderwave and WoW, while most stall teams use toxic for more passive damage, and offensive teams generally will have nothing outside of maybe a fast sleep.

2) Always check your weaknesses chart. Having 4/6's of your team weak to fire, or electricity, or anything kind of sucks. A general rule is to have no more than two pokemon weak to one type of attack, or two always have at least at many resists as you do weaknesses. I like to follow that second rule, and it's served me pretty well. A good tool to use is the Marriland Team Builder:

http://pokemon.marriland.com/diamond_pearl/team_builder/

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#2Bosgoed(Topic Creator)Posted 2/17/2009 11:28:06 PM
3) Make sure your team has a way to counter, or at least check, the current threats that you're going to be seeing. Smogon posts the usage stats from their shoddy server every month, and checking those to see what pokemon are being used is always helpful. Make sure your team can handle all of the sets and pokemon that are commonly used, or you won't have a successful team. If you have time, you should go through the entire OU list of pokemon and make sure your team does have an answer to all of them.

Threats:
http://www.smogon.com/forums/announcement.php?f=52&a=29
http://www.smogon.com/forums/announcement.php?f=52&a=41

4) A lead is an incredibly important part of your team, and the only pokemon that is guaranteed to be used every game. Make sure that the lead you have starts out by helping your general team strategy, or make it an anti-lead to try and slow down other teams. If you have something like SDLuke your not going to be very successful. Always check the top 10 leads being used to make sure the lead you're going to use isn't beaten by most of them.

5) Make sure your team works well together. Just because two pokemon can both be used to in the same type of team, that doesn't mean they belong on the same team. For example, if you're building a stall team you don't need both Rotom-A and Dusknoir, because even they they're both pretty solid pokemon, they serve nearly the same role.

6) Do not rely on gimmicks, and don't use pokemon that are outclassed. If you rely on gimmicks your team won't win any games past the first one you have with an opponent, which really sucks. And if you use pokemon that are outclassed, then you're not being competitive. Using pokemon that are outclassed means that you're shooting yourself in the foot even before the battle, and purposely not making the team as good as it could possibly be. Use the best pokemon that you have available to you if you're in a competitive setting, not favourites.

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#3Bosgoed(Topic Creator)Posted 2/17/2009 11:33:59 PM
Examples are always great for learning, so here are a few examples of well built teams:

Offensive:

Breloom @ Choice Scarf
Ability: Poison Heal
Evs: 252 Spd/252 Atk/6 HP
Jolly nature (+Spd -SAtk)
-Seed Bomb
-Spore
-Stone Edge
-Superpower

Salamence @ Life Orb
Ability: Intimidate
Evs: 252 Spd/240 SAtk/16 Atk
Naive nature (+Spd -SDef)
-Draco Meteor
-Fire Blast
-Outrage
-Earthquake

Mamoswine @ Life Orb
Ability: Snow Cloak
Evs: 252 Atk/232 Spd/ 24 HP
Jolly nature (+Spd -SAtk)
-Earthquake
-Ice Shard
-Stealth Rocks
-Stone Edge

Heatran @ Choice Scarf
Ability: Flash Fire
Evs: 252 Spd/ 252 SAtk/ 6 HP
Naive nature (+Spd -SDef)
-Dragon Pulse
-Fire Blast
-Earth Power
-Explosion

Scizor @ Choice Band
Ability: Technician
Evs: 252 Atk/ 200 HP/ 56 Spd
Adamant nature (+Atk -SAtk)
-Bullet Punch
-U-Turn
-Superpower
-Pursuit

Gyarados @ Leftovers
Ability: Intimidate
Evs: 252 Atk/ 184 Spd/ 74 HP
Adamant nature (+Atk -SAtk)
-Dragon Dance
-Waterfall
-Earthquake
-Stone Edge

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#4Bosgoed(Topic Creator)Posted 2/17/2009 11:35:19 PM
Balanced:

Swampert @ Leftovers
Relaxed || Torrent
240 HP / 252 Defence / 16 Sp. Defence
~Stealth Rock
~Protect
~Ice Beam
~Earthquake

Tyranitar @ Choice Band
Adamant || Sand Stream
252 Attack / 248 HP / 8 Speed
~Crunch
~Stone Edge
~Earthquake
~Pursuit

Latias @ Choice Scarf
Timid || Levitate
252 Sp. Attack / 180 Speed / 76 HP
~Draco Meteor
~Surf
~Thunderbolt
~HP Fighting

Zapdos @ Leftovers
Bold || Pressure
252 HP / 220 Defence / 36 Speed
~Thunderbolt
~Heat Wave
~Roost
~Thunderwave

Lucario @ Life Orb
Adamant || Inner Focus
252 Attack / 252 Speed / 6 HP
~Close Combat
~Crunch
~ExtremeSpeed
~Swords Dance

Scizor @ Choice Band
Adamant || Technician
252 Attack / 200 HP / 56 Speed
~Bullet Punch
~U-Turn
~Superpower
~Pursuit

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#5Bosgoed(Topic Creator)Posted 2/17/2009 11:36:45 PM
Stall:

Nidoqueen (F) @ Leftovers
Ability: Poison Point
EVs: 252 HP/252 Def/4 Spd
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Earthquake
- Stealth Rock
- Ice Beam

Rotom-h @ Leftovers
Ability: Levitate
EVs: 244 HP/200 Def/8 Spd/56 SDef
Bold nature (+Def, -Atk)
- Discharge
- Rest
- Sleep Talk
- Shadow Ball

Celebi @ Light Clay
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Perish Song
- Recover
- Grass Knot
- Reflect

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/232 Def/24 SDef
Impish nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Roar
- Waterfall

Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/80 Def/176 SDef
Sassy nature (+SDef, -Spd)
- Spikes
- Rapid Spin
- Gyro Ball
- Explosion

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 72 HP/252 Def/8 Spd/176 SDef
Calm nature (+SDef, -Atk)
- Seismic Toss
- Wish
- Protect
- Toxic

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#6Bosgoed(Topic Creator)Posted 2/17/2009 11:39:52 PM
And a special essay made by Guru, because he's awesome.

Building a Stall Team:

The first two paragraphs are the ones from the stall section of the first post.

For the hypothetical stall team in this thread we will be using the six pokemon as follows : Nidoqueen, Rotom-H, Forteress, Gyarados, Blissey, Celebi (My most recent stall). The first thing its important to realise that since we decided to use two pokemon with no reliable recoveries that the blissey set we will decide on is wish bliss. There are three Basic Blissey move sets you may want to use in the current metagame when building a Stall team

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 72 HP/252 Def/8 Spd/176 SDef
Calm nature (+SDef, -Atk)
- Seismic Toss
- Wish
- Protect
- Toxic

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 72 HP/252 Def/8 Spd/176 SDef
Calm nature (+SDef, -Atk)
- Seismic Toss
- Softboiled
- Aromatherapy
- Toxic

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 48 HP/252 Def/8 Spd/100 SAtk/100 SDef
Calm nature (+SDef, -Atk)
- Flamethrower
- Aromatherapy
- Softboiled
- Seismic Toss

The 8 Speed is to outspeed standard rest talker mach amp in emergency, the 100 special attack on the last EV spread is for killing gengar.

In the case of our stall we will use the First blissey Ev spread seeing as it supports the team , stops special threats, and stops most latios / latias sets.

After deciding which Blissey set you are going to use. You Decide on the two next most important members. The rapid spin blocker and the late game support. First we will pick our rapid spin blocker. We have two choices (Dusknoir is typically outclassed) Rotom-A or Spiritomb. The rotom appliance is only important if your using will o wisp or not. You do not want to use will o wisp with the heat appliance since he lures heatran. So in this case you would use the water appliance if you use will o wisp.

Here are some rotom move sets you can try out.

Rotom-h @ Leftovers
Ability: Levitate
EVs: 244 HP/200 Def/8 Spd/56 SDef
Bold nature (+Def, -Atk)
- Discharge
- Rest
- Sleep Talk
- Shadow Ball

The 8 speed is optional whether or not you want to outspeed other rotom is purely preferance and being slower then an opposing rotom has proven to have strategically advantage.

*Rotom-W @ Leftovers
Ability: Levitate
EVs: 244 HP/200 Def/8 Spd/56 SDef
Bold nature (+Def, -Atk)
- Discharge
- Rest
- Will- O wisp
- Shadow Ball

*Should be used with a cleric (Heal Bell / Aromatherapy)

Here are some useful Spritomb sets:

Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 100 Def / 156 SpD
Calm nature (+SpD, -Atk)
- Shadow Ball
- Rest
- Sleep Talk
- Hidden Power Fighting

Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 def / 4 spdef
Calm nature (+SpD, -Atk)
- Dark Pulse
- Rest
- Sleep Talk
- Calm mind

For our stall we will use the First rotom set.

Once you select your ghost you move onto the late game supporter. Typically the pokemon is celebi seeing as he provides the most support to the team. So for learning about stall we will just focus on celebi

Celebi @ Light Clay / Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Perish Song
- Recover
- Grass Knot
- Reflect / Heal bell / U turn / Hp ice / Leech Seed

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#7Bosgoed(Topic Creator)Posted 2/17/2009 11:40:42 PM
Grass knot is for good STAB, and dealing with bulky waters, Recover is obvious, and perish song functions as a form of phazing, and a means to end the game just in case your opponent has a poison immune (or rest talking) to set up poke. Its also important to note that celebi can reliably phase the CM jirachi set who has a chance of beating blissey 1 on 1. The last move is not just all preferance. While Reflect is probably the best option, the other moves have use depending on your team. Heal bell Is useful for teams who need to have wish bliss yet still require a cleric. U turn can be used in conjuction with perish song to break baton pass chains (when your trapped due to mean look), Escape dug trio, Or scout who your opponent switches in on the last turn of perish count. Hp ice can be used to attempt to deal with dragons. Leech seed is just overall decent support. Your choice on which move to use last is highly dependant on the team. For our team however we will use Reflect with lightclay.

Now that we have decided on the move sets for the frame work of our team we can worry about the latter 3 pokemon. Who are commonly interchangeable. There are a few requirments though.

*They should be able to proficiently switch into physical attacks
*One of them needs to be able to proficiently switch into special and physical attacks
*One of them needs to be a steel type
*One or two of them needs to be responsible for laying down entry hazards
*They should all support the team in some way, playing stall is all about countering as much as possible.

Important things to note
*Rapid spin is not always a requirement, however rapid spin blocking is.
*If you have no rapid spin you may want a way to remove toxic spikes, such as a poison type.
*Wish is not always needed however it is helpful
*Heal bell / Aromatherapy is also not always needed, however you should have atleast one or the other. For example if you have no wish you should atleast have a cleric.

The first thing to pick will be our lead / Early game physical wall. This pokemon should typically be a ground type however it does not always need to be.

*There should always be atleast one ground type on your team (Preferably)

There are several choices to pick from : Nidoqueen, Abomasnow (Should be used with Walrein) Swampert, Hippowdon (Who doesn’t always need to be the lead), Drapion, Donphan, Gliscor, Band pursuit snorlax (Rare cases not used as a lead), Band pursuit Ttar. Its also important to remember that choses whether or not to use sand/hail should reflect on the team.

For our stall that were making we will use Nidoqueen

Nidoqueen (F) @ Leftovers
Ability: Poison Point
EVs: 252 HP/252 Def/4 Spd
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Earthquake
- Stealth Rock
- Ice Beam

Lays down SR, Lays down Toxic spikes, absorbs toxic spikes, absorbs trick. Can help against Mence and Ttar.

After your pick your bulky ground / lead / Earlygame physical wall. You need to pick your steel type. There are generally two choices for steel types in basic stall making. Skarmory, and Forretress. Both of them should typically run spikes. Your preference over them is also dependant on the team. Forretress offers rapid spin, explosion, and gyro ball as support options. While skarmory offers Reliable recovery, phasing, and a ground immunity. The current metagame should always run a Shed shell with there steel type however that is also preference. Feel free to try out the following move sets:

Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/80 Def/176 Sdef (0 Speed IV)
Sassy nature (+SDef, -Atk)
- Spikes
- Rapid Spin
- Gyro Ball
- Explosion / Light screen / Toxic spikes

This set deals with calm mind mismagus as well as supports the team., can explode on refresh set latias / latios as well.

Please do not post yet.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#8Bosgoed(Topic Creator)Posted 2/17/2009 11:41:38 PM
Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/ 144 def / 112 Atk
Relaxed nature (+SDef, -Atk)
- Spikes
- Rapid Spin
- Gyro Ball
- Earthquake / Explosion / Toxic spikes

*Alternative Ev spread : 252 hp / 252 def / 4spdef

Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/160 Def/96 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Toxic
- Roost

Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/148 Def/96 Atk / 12 spe
Impish nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Drill peck / Brave bird
- Roost

Skarmory (M) @ Shed Shell / Leftovers
Ability: Keen Eye
EVs: 252 HP/252 spdef /4 def
Calm nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Toxic
- Roost

Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/240 def / 16 spe
Impish nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Toxic / Drill peck
- Roost
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For our stall we will use the first forretress set.

The last Pokemon you use will be a physical wall (Or special wall depending on the team) that supports the team with its typing or support. You typically want a ground immunity although this is not required. It is a viable option to use a rapid spinner such as tent cruel with no ground immunity if you decided against forretress. The choices are usually: Zapdos, Gyarados, Tentacruel, Latias, Starmie, Vaporeon, Suicune, Milotic (Rare cases), Salamence, Heatran (Who is a viable lead and needs to be used in conjunction with a bulky water, and wish.), Cresselia, Moltres (Should always be used with rapid spin), Hitmontop. This choice will have a big effect on the team. Such an effect that you may actually have to go back and revise your team due to the choice you made. For our team we will use Gyarados…

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/232 Def/24 SDef
Impish nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Roar
- Waterfall

Once SR is gone Gyarados will be free to come in and counter a slew of physical threats. Gyarados will also shuffle late game potentially ending the game for most opponents.

Once you have all six pokemon picked you finalize the moveset and the strategy. You make sure almost every single threat in the meta is covered without having to sacrifice pokes. Stall is all about supporting each other and gather information. You should make your move based on every possibly move your opponent can make at any given point in time. (For Example, Scouting trick users early game with designated trick absorbers.) Once you have our stall team made you play with it to figure out any other weak points you may have missed.

And the team made from this essay is the stall team posted early on in the topic.

Feel free to post.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#9Bosgoed(Topic Creator)Posted 2/17/2009 11:42:33 PM
Special thanks to Guru for writing an awesome stall guide and making an example stall team.
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CarlosCVX: Rmega avoids more battles than ZMT avoids girls.
#10CarlosCVXPosted 2/17/2009 11:44:12 PM
Sticky request.
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"why do they call it a 360? Because when you see it you turn 360 degrees and walk away!
"
Some guy who doesn't know basic math.