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missy ded

Oct 3rd, 2014
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  5. http://pastebin.com/h8JEtR1t
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  7. This is pretty much the "standard" team from what we've seen so far in the new metagame. The typical way this team plays is to set up Stealth Rock and do some damage with its powerful attacks, wear down the opposing team with a VolTurn core of Chinchou and Fletchling, as well as spamming Knock Off with Pawniard to cripple opposing Pokemon, and sweeping lategame with either Misdreavus or Scraggy.
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  9. Drilbur is one of the most effective Stealth Rock setters in the tier, and Mold Breaker enables it to severely damage Pokemon with Levitate and Sturdy. Chinchou and Fletchling form a very effective VolTurn core, sporting very good type synergy with each other. The Chinchou set I run uses Thunder Wave to crippl Pokemon that like to switch into it, as well as Heal Bell to support the team. Fletchling has tons of opportunities to come in and threaten the opposing team with its powerful Gale Wings Acrobatics. Choice Scarf Pawniard is an incredibly effective revenge killer, capable of outspeeding and KOing many of the metagame's top threats. Both Misdreavus and Scraggy are very potent setup sweepers, both capable of destroying teams with little effort. The beauty of using both on the same team is that you can use one to punch holes in the opponent's team midgame and then clean up with the other.
  10. ~toa Tahu
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  13. http://pastebin.com/m8FmxUip
  14. This is a quick balanced sun team, and is able to function for both the Missy era and post-Missy era.
  15. The offensive core consists of a sun setter and a sun abuser. Vulpix sets up the sun with Drought, allowing it to hit very hard with its STAB Fire-type attacks; Fire Blast is used when raw power is necessary, whereas Flamethrower provides a more reliable alternative. Energy Ball is for coverage, hitting certain Rock- and Water-types, while Will-O-Wisp cripples most other switch-ins, such as Archen and Porygon. Heat Rock is used to extend the duration of the sun, boosting both Vulpix and Bellsprout's offensive prowess. Drought also turns Bellsprout into a potent offensive threat for a few turns, doubling its speed thanks to Chlorophyll and allowing it to hit hard with STAB Solarbeam and effectively utilizes Weather Ball, which is a 100, or rather 150 base power Fire-type move under the sun. Sludge Bomb provides coverage to hit Fire-types neutrally, and carries a handy poison chance which gives Bellsprout the opportunity to break through Pokemon it otherwise could not, such as Ponyta and Vullaby, while Sleep Powder is able to cripple at least one of a handful of Pokemon that could otherwise switch into and defeat Bellsprout. Eviolite allows Bellsprout to take weaker neutral attacks, giving it more opportunities to enter play.
  16. The defensive core is Poryspritz. Spritzee covers Porygon's only weakness, Fighting; both are extremely statistically bulky, allowing them to absorb most neutral attacks with ease, while possessing decent, although not particular noteworthy, offensive presence, due to their fairly powerful STAB moves. The two, when paired together, are able to shut down an enormous portion of the metagame due to how difficult it is to break through either. Porygon is able to further cripple the opposing team through Thunder Wave, while Spritzee supports its own team through fairly large Wishes. Wish + Protect functions as pseudo-reliable self-recovery for Spritzee, while Porygon keeps itself healthy through Recover. Porygon runs Shadow Ball to hit Ghost-types, such as Misdreavus and Gastly, which would otherwise completely wall it. Spritzee is able to take advantage of its good physical bulk to act as a good win condition to back up Bellsprout against certain teams through Calm Mind, although if a Spritzee sweep is to be attempted, Eviolite should usually be maintained, or else Spritzee will become much easier to break through physically.
  17. Timburr patches up a few holes in the team by providing a check to Pawniard, Omanyte, and Tirtouga, and absorbing status. Drain Punch is used as a reliable STAB move that also provides a bit of recovery, while Knock Off has decent coverage alongside Drain Punch and can cripple switch-ins. Mach Punch is the team's only form of priority, which is useful for picking off severely weakened threats. Bulk Up turns Timburr into yet another win condition for the team, meaning there is some leeway in deciding which Pokemon's sweep should be played toward for each match. With Timburr's addition, though, the team is left vulnerable to Flying-types, such as Fletchling, and hazard stackers, such as Dwebble. Archen is able to handle both of these, hitting Flying-types hard with its Rock-type STAB, and clearing away any hazards that have accumulated with Defog. Rock Tomb is the Rock-type STAB move of choice in this case because it renders certain possible switch-ins to Archen, such as Chinchou and Drilbur, significantly easier to handle, thus easing prediction, while still OHKOing standard Fletchling. Thanks to Archen's sky-high Attack stat, Acrobatics is able to deal heavy damage to most Pokemon that don't resist the move after Berry Juice has been used up, whereas Earthquake provides excellent coverage with Archen's STABs.
  18. ~Corporal Levi
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  21. http://pastebin.com/KJq20Bie
  22. Although this is a Sand team, the original intention wasn't a weather team. The team began as a combinaton of Imprison Misdreavus and Scarf Gothita because Imprison Misdreavus is crazy fun and it turns Porygon into a worthless switch-in. Now now, I know you may be thinking that Missy is dead weight if the opponent isn't running a Porygon, but it's still a 19 Spe, 18 Spatk threat. However, because Missy wasn't running Dazzling Gleam, the team needed a decent Fighting-type check and Gothita is just a really cool Pokemon. Scarfed Psychic is a threat to pretty much anything that doesn't resist it / is immune to it and there's a reason for coverage moves. The main problem with this core was its weakness to Dark-type moves, Knock Off specifically, so Acrobatics Mienfoo was added to capitalize on switching into Knock Offs. From this point, the team could use a main goal or idea so it wasn't just a bunch of cool Pokemon thrown together without any synergy; thus, the Sand core was born. Hippopotas is the obvious choice for a Sand setter and is actually a great defensive wall. Whirlwind is included because Misdreavus will commonly switch in and try to take advantage of Hippopotas with Nasty Plot or Substitute, but Hippo don't give a fuck, it blows shit away. This also makes it a nice "Revenge Killer" for boosting Pokemon like Scraggy or Fletchling, as it can take a +1 Physical move and proceed to Whirlwind the opposing Pokemon away. Of course, with the inclusion of Sand, Pokemon to take advantage of the weather is vital. The first choice was Life Orb Drilbur, and it worked pretty well but it lacked the power with Shadow Claw to KO Missy. The next choice was Sandshrew, and although it can't always KO Misdreavus with Knock Off, it can still severely cripple it and take away its item. To round off the team, Endure + Recycle Magnemite was chosen to handle Chinchou and Fletchling and get me out of some sticky situations by constantly healing itself. The team itself is rather balanced, and can apply some offensive pressure and take some hits at the same time. It has some unique sets which might seem inferior, but once you play around with the team you'll notice that everything works pretty well together. The only major threats to the team are Sun teams, specifically the Chlorophyll sweepers that are always included, but this can be handled by auto-inducing Sand. Bulky Grass-types can also be a nuisance, but can be gradually worn down with a combination of Knock Off and Poison Jab (from Sandshrew).
  23. ~Champion Fizz, Queenlucy, theFenderStory
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  26. http://pastebin.com/fyn1H68a
  27. so this is just a normal balanced team. The offensive core is Pawniard + Scarf Mienfoo, generally Pawn/Gunk's Knock Off support (as well as wearing down mons with VoltTurn) helps Foo clean late-game with HJK. Archen/Chinchou deal with Fletchling; as well as hazard removal and cleric support, respectively. Acrobatics and EQ are great coverage for Archen, hitting hard off its high base attack, while U-Turn allows it to pivot nicely. Ponyta was mainly added as a check to Croagunk/Foongus, and its burn spreading is always nice. Wild Charge is mainly a filler move to hit Archen, and is easily replaceable (I actually prefer Sunny Day as it gives it a much better matchup against Chinchou and lets it avoid getting stalled out by Spritzee.) Croagunk provides Knock Off support and priority, and is the team's best switch in to Timburr and Scraggy. The team has problems with HP Fighting Misdreavus, Drilbur and some variants of Archen, though these can be played around in some cases, or revenged by Mienfoo.
  28. ~Zeriloa
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