Yes, I chose a DBZ theme for this because Mega Evolution is essentially going Super Saiyan for Pokemon
Over 9000: TFS Style
- OR -
Vegetasaur: Rise of the Saiyan Elite
Yes, the title is also a plug to 'Dr. Strangelove Or How I Learned to Stop Worrying and Love the Bomb'. Deal with it.
The picture. It's a fitting YT link. Click it... CLICK IT!!!
In case you didn't want to click it:
TFS DBZ-A Episode 9 said:Nappa: Vegeta! What does the scouter say about his powerlevel?
Vegeta: It’s…one-thousand-and-six.
Nappa: Wha- really?
Vegeta: Yes. Kick his a** Nappa!
Nappa (getting pummeled): Yaayy--OOOWWW! Ow ow ow ow! Dah! Dah! Doh! Doh! Doh! Doh! Doh!!
Vegeta: That doesn’t seem right.
Nappa (in background): That one doesn’t bend that way. My arm doesn’t bend that way! *arm breaks* OW! NOW IT DOES!
Vegeta: Wait, wait wait wait! NAPPA!
Nappa: Whaaaaaaaaat?
Vegeta: I had the scouter upside-down. It’s over nine thousand.
Yes, I know that was not referring to any of the characters the members of my team are named after, but it still fits reactions to my team perfectly. Most opponents take one look at the team preview, expect an easy battle, then are dumfounded as they lose member after member of their team while barely making headway against mine
(and they usually get annoyed when all the battle seems to do is 'drag on.' See what I did there? #Semi-ObscureDragonballJoke)
THE UNHOLY ALLIANCE OF SUPERPOWERS:
Overview of Strategy:
Yes, this team is quite often outclassed in battle, but that usually works in my favor. Between the element of surprise with several unorthodox (though probably soon-to-be-standard sets) and the ability to massively outpredict my opponents, my current iteration of this team has been pushing a 85-95% win rate (including against wifi-battle trolls using Ubers such as 'Majintwo' (Mewtwo-Y), Standard Mewtwo, and Blaziken to try to net an easy win) but this first version servers to illustrate the basic ideas much better, despite only a slightly lower win rate (percentage still around the mid to lower 80s). This team is a bulky attack/stall team and rightfully plays as such. I believe this is proof enough Gen 4 stall is back, eradicating teams with a vengeance , not even stopping to take names after being all-but killed by the Gen 5 power creep, coupled with permanent weather.
Vegeta (Venusaur) (M) @ Venusaurite
Trait: Overgrow
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Leech Seed
- Knock Off
- Curse
- Synthesis
I see this, my own custom set, as screaming that line/name every time the Curse animation plays. I know I've been somewhat guarding this set, as it is very useful and I didn't really want counters being developed, but seeing as the couple of friends I've shared it with (Mainly Equinox and several previous PB members no longer on the forums) convinced me to, I gave in. I developed it while toying with 5th gen only (at least thus far) tutor moves and the new gen 6 move mechanics, and it worked much better than the gimmicky set I expected. Since Knock Off is a gen 5 only tutor move (and Curse is an egg move) I was forced to go with Overgrow instead of Chlorophyll. As my Mega, 'Vegetasaur' doesn't miss it in any case since Venusaur is not as bulky/useful without Mega Evolving, thus losing either ability it may have.DBZ said:Vegeta: KAKAROT!!!!
This set does surprisingly well under sand, and can decimate most of it's checks at even +1 (since the only real threats are Flying types [usually either physical attackers or with weak enough Def to die from a +1 Knock Off when holding an item] or Psychic types [which die to a +1 Knock Off for obvious type weakness, plus held item boosting the hit further]). Non-STAB Flying and Psychic moves generally don't do enough damage to pose a threat and aren't common as coverage moves. Despite sand weakening Synthesis' heal percentage, Leech Seed is usually more than enough to make up for it, plus other grass types that try to block use of LS are ineffective against Vegetasaur here. Even opposing special-attacker Mega Venusaur can't even deal enough damage with Sludge Bomb for me to need to switch out. I can usually get off a Curse or two between each Synthesis without loosing too much HP that I'm in danger of being KO'd.
After 1 Curse, Vegetasaur's defense passes even its ungodly special bulk. Even Talonflame Can't KO after the second Curse (provided the second is on the switch in) and will die either to recoil from Brave Bird while I spam-heal, or die to Knock Off if they try to Roost with a LO set. Curse also ensures opposing ditto cant beat me (seeing as [1] My Def is always higher than my ATK thanks to parallel boosting, [2] Knock Off doesn't get increased power against properly held megastones, [3] I can heal off all the damage done by an incoming Knock Off even under sand, and [4] Ditto's inferior HP plus KO-vulnerable item work against it. On a side note: a poisoned ditto will still take poison damage even after transforming into a poison or steel type, which Umbreon often ensures is the case ) Vegetasaur is also my main answer to Gliscor, as it is both immune to Toxic and can overcome its physical defense with Curse, not to mention being able to out-stall it's sub-protect on top of nullifying Poison heal via Leech Seed should they futilely try to KO me. Most of the time my opponent knows i don't have an offensive grass move or ice coverage move by the time the two face off, so they usually don't switch Gliscor out (not that it would help after I foil their stall plans by setting up).
Burn does pose a problem in many cases, and if I'm not at +2 or higher Offensive Heatran (as opposed to Torment-tran) poses a respectable threat to Venusaur, but Umbreon's Heal Bell mitigates the first problem and Hippowdon and/or Jellicent can take care of Heatran in most cases. Sun-boosted fire moves pose a small threat, but I can nerf these by switching to Jellicent (when predicting a Mega-zard. It can either nerf Zard Y's obligatory fire move or pseudo-wall a Zard X, since I'm using a physically bulky set]) or killing the sun with Hippowdon.
Freeza (Togekiss) (F) @ Leftovers
Trait: Serene Grace
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Thunder Wave
- Air Slash
- Fire Blast
- Roost
TFS DBZ-A Episode 28 said:Freeza: So, any last words, monkey? You know? Besides “gurgle gurgle”.
Goku: Yeah! KAIO-KEN!
Freeza: Kaio-what-?
Goku: KA-ME-HA-ME-HAAAAAAAAAAAAA!!!!!
*Dust clears*
Freeza: No, seriously. Kaio-WHAT?
Goku: Kaio-crap.
Freeza: I thought so.
This is possibly the most effective Togekiss I have ever used. Not only does it lure and KO practically every steel type (bar Heatran), but it can also survive a Choice Band Scizor's Bullet Punch
The second part of my Toge-Ubre-Saur core. This set was based off the Gen 5 UU Nasty Plot EVs, but with a para-flinch moveset updated for the common Steel threats that normally switch in on it. Fire Blast is necessary to ensure the OHKO in standard Ferrothorn, and still can only 2HKO Aegislash-S, but it can survive practically any single unboosted super-effective (or not) move. The only real threats (aside from mons that have already set up/that I would be forced to switch into) are Electric, Ground (defensive threat only, unless faster like Garchomp with DD and a SE coverage move), and bulky Poison types, almost all of which Hippowdon or another ally can counter quite nicely. Usually Togekiss will work to get Vegetasaur a free switch-in or nerf any Super effective moves coming in on Umbreon. Roost allows me to successfully ward off Megazard X and Talonflame (who dies to recoil if not KO'd via para-hax while forced to spam roost)Damage calcs said:252+ Atk Choice Band Technician Scizor Bullet Punch vs. 248 HP / 216+ Def Togekiss: 248-294 (66.3 - 78.6%) -- 31.3% chance to OHKO after Stealth Rock
while:
4 SpA Togekiss Fire Blast vs. 252 HP / 4 SpD Scizor: 444-524 (129 - 152.3%) -- guaranteed OHKO
#19 (Hippowdon) (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Slack Off
- Whirlwind
- Earthquake
- Stone Edge
TFS DBZ-A Episode 35 said:Dr. Gero: 19! Kill him! Kill him proper!
Android 19: Executing Murder.exe...Loading...10%...20%...40%...70%...65%.
While added primarily as a response to the Sun teams out there trying to abuse the lack of other weather, Hippowdon still adds considerably to the team. Being the tanky 'mothah-truchkah' he is, coupled with a way to foil set-up sweepers and rack up SR damage (provided courtesy of Skarmory), he easily pulls his own weight. What makes my set unusual, is I voluntarily sacrificed the normal SR and/or Ice fang to carry Stone Edge. This has not only allowed me to 1-2HKO incoming Drought pokemon (namely Zard-Y and Air-Baloon Ninetails) but it also lets me get the jump on Flying types and Levitate mons trying to circumvent EQ (not to mention OHKOing more than its fair share of Volcarona trying to get in before a predicted SR). Protect no longer blocking Phazing moves also comes as a surprise and is a major blessing to my team. Between Venusaur, Jellicent, and Togekiss, I have practically all of Hippowdon's major weaknesses covered.
Cell (Umbreon) (M) @ Leftovers
Trait: Synchronize
EVs: 252 HP / 148 Def / 108 SDef
Careful Nature (+SDef, -SAtk)
- Protect
- Wish
- Heal Bell
- Toxic
Cell - DBZ said:"I must admit, you have exceeded me Trunks, at least in the area of brute strength. And yet...you have absolutely no chance of defeating me!"
"They just keep lining up to die!"
OK, so it's not overwhelming powerful like the name suggests, but it's a total pain to take out (not to mention it claims several victims via Toxic stall in almost every match), albeit total taunt bait. This is the third and final member of my Toge-Ubre-Saur core. I have had little trouble out-predicting taunt-wield pokemon like Sableye and tricking them into hitting themselves with a status (via Synchronize). Espeon is especially fun since they still receive Toxic poisoning (indirectly through Synch) despite Magic Bounce and Dazling Gleam can't OHKO unless the run specs. While I may not be able to kill Poison/Steel types without Burn support from Jellicent, these inconveniences are usually removed by either Togekiss or Vegetasaur, if not Hippowdon.
Wish/Protect makes Toxic/Burn/Leech Seed/Sand stall easy and usually finishes several of the foe's mons, Toxic also easily spreads among the foe's team as they struggle to counter Umbreon, who can survive virtually anything bar a base 100+ power STAB Super-Effective move to the face (which Protect can help scout and allow a free switch to a resistance). In general, Umbreon acts as cleric, wish passer, Status-troll ('resets' after Synching a status with Heal Bell), and scout (locking choiced mons into a move for easy countering) when not status-stalling. The key to using this Umbreon is prediction, which I can pull off very well with this team. My biggest peeve about Synchronize is that it refuses to synch Sleep (and is the primary reason I refuse to fight teams with Darkrai, despite accepting battles vs. several Ubers teams and winning every one thus far that didn't include D***-move DV Drai). Smeargle and Breloom rarely pose a problem as Togekiss can foil both (especially with Paralysis after a Paton Pass to any non-electic, non-ground type in the case of Smash-Pass Smeargle). Even if it's a 1-0 win, I rarely have lost Umbreon in a battle I ultimately won (though it has been the reason I lost a couple 1-1 final showdowns to the opponent's final mon being Steel/Poison where I couldn't PP stall until they struggled to death).
Buu (Jellicent) (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Recover
- Will-O-Wisp
- Taunt
DBZ: Majin Buu saga said:Buu (to Dabura): "Turn into a COOKIE!"
A very annoying, yet fairly standard Jellicent. This set is mainly meant to absorb Fire and Fighting moves while also foiling opposing Ditto (they are usually either forced to lock themselves into either Will-o-Wisp/taunt, or risk being outsped and taunted into uselessness if not choice scarved. Scald is easily foiled by either water absorb or Umbreon, who can not only tank the hit but also use the burn chance against Ditto, of Jellicent has been taunted)
Syn Shenron (Skarmory) (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature (+Def, -SAtk)
- Defog
- Whirlwind
- Brave Bird
- Stealth Rock
Dragon Ball GT: Shadow Dragon saga said:Syn Shenron: What do you think so far? I'm not the easy catch you thought, am I?
Transfering healing to Wish-passing from Umbreon, Skarmory here aims to not only lure trappers for Hioppowdon/Togekiss/Umbreon to dispatch (which is so predictable it's not even funny... Seriously people, Magnet-zone is not what it used to be and neither are Wobbawarrior and Gothitrap as they can be seen coming the moment my hazard setter is first sent in). Having both SR and Defog on the same set allows me to clear all hazards, then optionally reset my own or phaze with WW while the foe sends in their setter. Brave Bird obviously is to allow me to wait out taunt if need be, but doesn't see much use unless a foe is almost dead due to SR (and allows me to last-stand with Skarmory when 1-1 with an opponent)
Final Thoughts and Know Threats:
As I pointed out in the intro, this team is, indeed, often outclassed in many ways. My win but I have rarely lost using it (pushing 90% win rate, even against 'n00bers' using crap like mega Mewtwo Y, who I wall and KO with Umbreon every time, even when they have lol-aura-sphere, which can barely 3HKO. Only D***-move DV Darkrai rapes this team as far as commonly-seen Ubers go, bar well built Kyogre/Groudon sets). Latios and offensive Latias can sometimes make headway against me when I mispredict, but I generally can take them out and recover. Heatran and MegaZard Y pose moderate problems if I cant get them out of the way fast. Boosting Garchomp does pose a bit of a problem, but only if Togekiss is dead for the Fire Blast variants or Skarmory being down for the Rock Slide/Poison Jab/Iron Head variants. Electric types are a bit of a pain since they tend to outspeed my team and are immune to paralysis, but I can generally work around them between Umbreon's Toxic stall, Vegetasaur boosting to and healing in veritable immortality, as well as Hippowdon being... well, Hippowdon. Mega Heracross and Mega Pinsior occasionally cause problems, but their users generally jump the gun when I present a seemingly easy target in Umbreon/Vegetasaur. With practice I've learned to deal with them either through standard Toxic stall, outpredicting and wearing doewn with Sand/etc. or simply leaving Vegetasaur in if I'm at +2 or higher, since I can easily tank their hits and boost to +4 (or more) alongside Synthesis spam and racking up Leech seed damage (healing, too, due to how LS works, ofc)
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Slack Off
- Whirlwind
- Earthquake
- Stone Edge
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Recover
- Will-O-Wisp
- Taunt
Umbreon (M) @ Leftovers
Trait: Synchronize
EVs: 252 HP / 148 Def / 108 SDef
Careful Nature (+SDef, -SAtk)
- Protect
- Wish
- Heal Bell
- Toxic
Venusaur (M) @ Venusaurite
Trait: Overgrow
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Leech Seed
- Knock Off
- Curse
- Synthesis
Togekiss (M) @ Leftovers
Trait: Serene Grace
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Thunder Wave
- Air Slash
- Fire Blast
- Roost
Skarmory (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature (+Def, -SAtk)
- Defog
- Whirlwind
- Brave Bird
- Stealth Rock
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Slack Off
- Whirlwind
- Earthquake
- Stone Edge
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Recover
- Will-O-Wisp
- Taunt
Umbreon (M) @ Leftovers
Trait: Synchronize
EVs: 252 HP / 148 Def / 108 SDef
Careful Nature (+SDef, -SAtk)
- Protect
- Wish
- Heal Bell
- Toxic
Venusaur (M) @ Venusaurite
Trait: Overgrow
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Leech Seed
- Knock Off
- Curse
- Synthesis
Togekiss (M) @ Leftovers
Trait: Serene Grace
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Thunder Wave
- Air Slash
- Fire Blast
- Roost
Skarmory (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature (+Def, -SAtk)
- Defog
- Whirlwind
- Brave Bird
- Stealth Rock