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DPPt/HGSS A Platinum Team for wifi

Discussion in 'The Doctor's Clinic' started by hakumeikage09, Jun 25, 2009.

  1. Spiritomb(Pressure)
    176 HP, 184 Def, 150 SpDef
    Dark Pulse
    Pain Split

    Probopass(Magnet Pull)
    14 HP, 252 Def, 244 SpDef
    Magnet Rise
    Power Gem

    Razor Claw
    255 Atk, 150 Def, 105 Spd
    Brick Break
    Swords Dance
    Night Slash

    Life Orb(Might switch to Wise Glasses)
    4 HP, 252 SpAtk, 252 Spd
    Nasty Plot
    Signal Beam

    Togekiss(Serene Grace)
    Salac Berry
    148 HP, 252 SpAtk, 110 Spd
    Baton Pass
    Nasty Plot
    Air Slash

    Armaldo(Battle Armor)
    Choice Band/Scarf, whichever works better
    14 HP, 252 Atk, 244 Spd
    Aqua Tail
    Iron Tail
    Rock Blast

    Anything I can improve, item changes, whatnot. Also, please note that I do not follow anything that Smogon makes up(Tiers, most clauses, that junk), so yeah. How is it?
  2. I'm not sure if Probopass should bother with Magnet Rise as fighting type moves are just as common as Earthquake almost, and so while he rises he just gets punched in that large nose of his. Not sure of his move pool, but perhaps Earthquake instead.

    With Armaldo, X-Scissor might be a bit more efficient than Iron Tail. And definitely go for the Scarf as he has a decent enough attack as is.
  3. Yoshimitsu

    Former Moderator

    Trying to speed train an Armaldo is a losing battle. Its nature and EVs would be better placed in Defense or Special Defense. Try this moveset out:

    Armaldo@Whatever held item you fancy/Physical Choice item (I never remember which it is)

    200 Sp Def EVs
    100 Atk EVs
    100 Def EVs
    The rest in HP

    Swords Dance
    Rock Slide
    Crush Claw/Brick Break/Iron Tail/Filler


    Rock Slide
    Crush Claw/Brick Break/Iron Tail/Filler

    That focuses on improving it's already high attack and defense, and compensating for it's slightly lower Sp. Def. This set should let you use at least one SD before attacking. Alternatively, using the Choice item, you have the attack power to take out nearly anything with those moves in, at the most, a 2HKO.
  4. KoL

    KoL Expert FPS Player
    Staff Member Moderator

    Heh, nice of you to visit El. XD

    I agree with GodlessM on Magnet Rise - overall, it's only really useful if you have Ground as your only, or most prominent weakness. Probopass also carries a 4x Fighting weakness, and Fighting is almost as common as Ground usually, if not more so. It also really is only useful if you're carrying a decent amount of Speed or are very good at guessing your opponent's moves - although the Earthquake carriers tend to be obvious, a lot of the would-be carriers of the move (Infernape, Lucario, Salamence etc.) may not carry the move if they run, in their cases, a Special or mixed set. The intricacies of the move don't really make up for the mediocre payoff it grants you in this situation.

    Porygon-Z can swap Signal Beam for Ice Beam - the coverage granted by Ice Beam in combination with its other current moves allow you to inflict neutral damage on everything that isn't Magnezone or Shedinja (the latter being incredibly rare.)

    I'd also swap Brick Break for Ice Fang on Drapion, so you have a more effective means of taking down Flying-type threats. Ground and Ice grant very, very good coverage together.

    Overall, you have very good movesets - I'd take what you have for a test-drive of sorts to see how well everything works, and then edit movesets from there.

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