User:Diachronos

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I've been working on teams for Pokémon Battle Revolution for a while, mostly to deal with the difficulties of the Courtyard Colosseum's second challenge (my record is somewhere in the 80s or low 90s, if I remember right). Since Battle Revolution has virtually no limits on what you can and can't use, I've done what most Trainers would do and made a team of Legendaries (and, as I've found out the hard way, a properly trained common Pokémon can wipe the floor with any Legendary...). I've had to use my Action Replay many times to get the ultimate movesets, but it seems I may need to do a little more tweaking with the team's mechanics. This is what I've come up with so far:

Groundlord's gold coloration in Battle Revolution shows his place as the head of the team. He can one-shot just about any challenger with Earthquake or Sacred Fire, and the two Elemental Punches are there to help deal with any Flying types he faces. Drought eliminates the problems of the fog that sometimes rolls in at the start of a match. Virtually the only problems he's ever faced in the Courtyard Colosseum are the Alakazams who use the Trick/Flame Orb combo (the burn severely reduces his ability to do damage, and the process of healing in the Courtyard Colosseum make it hard to get that Flame Orb off of him) and the Houndooms (they ALWAYS seem to have Solarbeam and enough Special Attack to one-shot Groundlord).
Ho-Rainbow is Groundlord's main partner. Not only does he have immunity to Earthquake, but he also has several moves that take advantage of the guaranteed sunlight. I'm starting to consider swapping Heat Wave for Follow Me, since there's hardly ever TWO targets getting hit (Groundlord's faster, so his move usually knocks one out); it would help deal with the Flame Orbs and Houndooms.
Diachronos is mostly there to take over as a Special Attack user in case Ho-Rainbow drops, but that doesn't mean he's no good at dishing out pain. He has Spacial Rend for STAB against types he can't trump and Ice-resistant Dragon-types; Ice Beam and Psychic offer protection from Ground and Fighting types. Aura Sphere is there mainly to give him more versatility (plus I just love the move, especially the animation).
BlackCloud is here to give Groundlord a little more freedom to use Earthquake (previous teams had only Ho-Rainbow as a useful partner, and him being KO'd severely diminished the team's effectiveness, so I decided another Flying type was needed), as well as being a physical sweeper. Shadow Force gives him a poweful attack to use against many Pokémon, as well as another defense for his double-Ice weakness. Brick Break gives some trumping ability against Rock and Ice types, and ThunderPunch helps against Water-types. Dragon Claw is solely for STAB if there isn't another move that would be more effective (Might replace it if I can find a better move).
Kyroceanar is kind of a "filler"; I didn't really know what I wanted to put in that slot, so I decided to just use him. Ice Beam is standard for my Water-types (as Grass protection), and Earth Power makes a good substitute for Earthquake due to Kyroceanar's high Special Attack. Muddy Water is a replacement for Surf, since hurting the other party members isn't a good idea in the Courtyard Colosseum, and Thunder is there just to take advantage of Drizzle.
Deoxyribot replaces the Attack Form Deoxys I was using previously (Deoxyribos; for some reason he couldn't dish out as much damage as he should have...Maybe his moveset needs some changes). His high Defense stats combined with Recover and the Leftovers make him hard to take out, and Aromatherapy virtually eliminates the threat of most status conditions. Since I'm bad at guessing what kind of move the opponent is going to use, Counter and Mirror Coat don't do damage very often, but they pack a hell of a punch when they connect.

My ideas on building the "Ultimate Team"

(Note that these are strictly MY ideas; I have absolutely nothing against those who (politely) disagree.)

Choosing your Pokémon- This is a simple idea: take the 6 Pokémon best-suited for the challenge. But it's not as easy as just grabbing a mix of Pokémon; there's quite a bit to consider when choosing who you're going to use:

1) Weaknesses- Weaknesses should be your biggest concern when thinking about type. Ideally, no Pokémon on your team should share a weakness. However, since that is nearly impossible, it's best to make sure that a weakness to a particular type should be shared by no more than 2 of your Pokémon; they also should not share a weakness due to being the same type (e.g, two Water-types with a weakness to Electric attacks), although there are some cases (like Minun and Plusle being used together) where it's okay to have a common type.
Example of a Bad team:
  • Tyranitar- Rock/Dark
  • Abomasnow- Grass/Ice
  • Weavile- Dark/Ice
  • Magnezone- Electric/Steel
  • Zangoose- Normal
  • Aggron- Steel/Rock
This team can pack a serious punch, but it has one severe flaw: All of the Pokémon share a weakness to Fighting attacks.
Example of a Good team:
  • Drapion- Poison/Dark
  • Weavile- Dark/Ice
  • Swampert- Water/Ground
  • Garchomp- Dragon/Ground
  • Heracross- Bug/Fighting
  • Magmortar- Fire
This team is pretty good; 9 different types, and there are only 3 weaknesses that overlap (Ground, Fire, and Rock), all of which can be covered fairly easily by attacks from one of the other Pokémon.
2) Compatability- (This mainly applies to Double Battles) Some Pokémon flat-out do not work with others. In a Double Battle, you need to think about how your Pokémon will work best with each other. Some examples on how to effectively pair your fighters:
  • When using moves that affect both opponents AND your partner, think about pairing the user with a Pokémon that will be able to avoid the damage due to its Ability or Type (Example pairs: Earthquake and Levitate/Flying-type; Lava Plume and Flash Fire; Discharge and Volt Absorb/Motor Drive/Ground-type). Moves that protect from attacks (Protect/Detect, Fly, Dig, etc.) can also be useful.
  • Plus and Minus only work if Plusle and Minun are out at the same time; pair them together.
  • Pokémon with Psych Up work well when paired with a Pokémon that has stat-raising moves.
  • Follow Me is useful when combined with moves that require time to charge (Focus Punch, SolarBeam, etc.)
  • Use Encore on the opponent, then have your other Pokémon use Disable (or a move that lowers PP) in order to temporarily trap your enemy into using Struggle.

Moves: Having the right types isn't enough; you need the right moves as well.

A) Trumping- When it comes to easily defeating opponents, Super-effective hits is where it's at. It's entirely possible to trump just about any type combination without even using up all 24 of your team's move slots; in fact, you only need a total of SIX types of moves on your team in order to trump nearly every combination: Fighting, Ice, Ground, Flying, Ghost, and either Grass or Electric.
  • The most types you can trump on a single Pokémon is 14 (with a moveset containing one move each of the following types: Fighting, Ice, Ground, and either Flying or Ghost).
B) STAB- Getting the Same Type Attack Bonus is extremely useful when you can't type-trump the opponent. You should try to have a STAB-compatible move on each of your Pokémon (two if it's a dual-type), but don't forsake trumping ability just to have a lot of STAB moves (example: Give a Blastoise ONE Water-type attack and 3 attacks of other types, not 4 Water-type attacks). Unless you can get STAB AND a super-effective hit with one move (e.g, Lucario using Aura Sphere on a Tyranitar), you should try to use super-effective moves in favor of STAB moves.
C) Covering Weaknesses- Many Pokémon are capable of learning moves that can trump one, if not more, types that they would normally be weak to. Water-types, for example, can usually learn Ice attacks to give them an advantage over Grass-type Pokémon.
Obviously, the more types a Pokémon is weak to, the harder this gets; Pokémon with only one weakness (or, in the case of Sableye and Spiritomb, no weaknesses) can usually get by with only 1 move to cover weaknesses, while those with multiple weaknesses may find it impossible to cover them all.
D) The Pokémon Using It- This is mainly about giving the right attacks to the right Pokémon. Typically, it's better to focus primarily on only Attack or Sp. Attack (preferably whichever is higher) rather than giving them a mix. Avoid giving a move to a Pokémon that can't use it effectively (i.e, don't teach moves that rely on the Attack stat to a Chansey).
E) Battle Style- How you like to battle also affects what moves you take.
Baton Passer- Those who prefer to use stat-raising moves before using Baton Pass would do well with having several stat-raising moves on the one who is going to use Baton Pass (Ninjask is particularly good, since you'll be able to increase both Speed and the stat of your choice in a single turn). Moves that raise stats by two levels are particularly useful.
Cripple- Players that like to prevent their opponent from doing anything would benefit from moves that lock the enemy's moves (such as Encore and Disable) or prevent them from attacking (Attract and moves that cause Paralyze, Sleep, or Confusion are among the best). Combining Attract, Paralysis, and Confusion makes it very difficult for the opponent to retaliate.
Damage Over Time- Burns and both kinds of Poison are a good, although slow, way to take out opponents. Trapping moves, like Fire Spin and Sand Tomb, both pile on damage and prevent escape. Leech Seed is among one of the best, since it will both hurt the opponent and heal your side (just remember that Grass-types are immune to it).
Endurance Fight- Having several healing moves on one Pokémon makes it difficult to KO. Pokémon that use this strategy tend to mix healing moves with a combination of high HP, Defense, and/or Sp. Defense. This strategy normally relies on using a move that continues inflicting damage (normally Will-O-Wisp or Toxic), then switching to continually healing. One such combination that is possible with Grass-types is Leech Seed, Ingrain, Toxic, and a fourth move (most commonly Giga Drain).
All-out Attack- Just like it sounds: The player's Pokémon use a variety of attacks that deal high damage in hopes of defeating the enemy quickly. Moves with high Power ratings and low PP (such as Ice Beam and Thunder) are generally favored. The stats on the Pokémon used in this style tend to sacrifice defensive stats for high Attack/Sp. Attack and Speed.

Section incomplete

I don't have ADHD, what makes you-

Spr 4d 335 s.png This user's favorite Normal-type Pokémon is Zangoose.

SHINY ZANGOOSE!!!!!

User:Diachronos/New Pokémon

User:Diachronos/Future Eeveelutions