Saturday, June 8, 2013

A Tribute to Support Pokemon

I thought since I'm such an infrequent poster, I'd post a few builds that fit a theme at once, sound good? No? Well I'm doing it anyway, if you don't like it, find another blog. These builds don't necessarily involve breeding for attacks, but it is highly recommended that you breed for IVs because they help a lot. First up...

Aerodactyl

This has got to be one of the coolest fossil Pokemon made yet, and while it is typically used as a physical sweeper, I find it to be some of the best support in Double Battles you can get. The moveset is as follows:

Sandstorm
Smack Down
Aerial Ace
Roost/Tailwind

IVs: 31 Attack, 31 Speed, and if you can 31 HP or Defense
EVs: 252 Attack, 252 Speed, 4 Defense or HP

Pressure is the best ability for this guy, just because nothing else really applies, and no need to be too picky on the Nature, just so long as it lowers Sp. Attack, or you may be able to settle for a neutral Nature. You would use this guy in a Double Battle with someone who benefits from a sandstorm, a Ground type so it gets a STAB from Earthquake. I have a number of partners for this guy. Excadrill with either of its abilities is a nice one, a Rock/Ground type gets the Sp. Defense boosts as well as the STAB Earthquake. Smack Down lets you knock down Flying types/Levitaters to be hit by the Earthquake of your ally. Aerial Ace is a nice STAB never-miss attack to clean up, and with Aerodactyl's Speed stat, it is a lot more likely to hit the opponent before it hits you. Tailwind is a good way to boost the Speed of your whole team, which is great for your typical Earthquake-ing Pokemon. Roost is for its own healing, and remember that Roost gets rid of your Flying-type for the turn it is used in, so your weaknesses change. I have mine hold a Lum Berry because people like to Thunder Wave it, which is just a nuisance.


Togekiss

Another good support partner in Double Battles if your partner takes a little bit of time to get going. The moveset I find to be most useful is this:

Air Slash
Aura Sphere
Follow Me
Wish

IVs: 31 Sp. Attack, 31 Sp. Defense, 31 Defense
EVs: 252 Defense, 152 Sp. Defense, 100 HP

Serene Grace is the best Ability for this build, and the Nature should lower Attack. Togekiss can take a hit from just about anything, and can deliver a decent hit itself. But the main point of the build is Follow Me. It forces the enemy to attack Togekiss instead of your partner, and works especially well if your partner has a Ground or Ghost weakness, because Togekiss will draw those attacks away and take no damage itself. Wish will let it heal itself at the end of the following turn, which can be useful if you predict your opponent well, or you can use Wish to heal another Pokemon in your party if you switch out. Aura Sphere is a powerful special Fighting attack that never misses, you never know when such an attack could come in handy. Air Slash is beautiful because with Serene Grace, it has a 60% chance to Flinch the target. I have mine hold the Rocky Helmet so when Follow Me is used, I force the target to take damage if it's using a physical attack, and if you choose your partner wisely, you can somewhat force them to use a physical attack(for example, if your partner is only weak to Fighting, and you draw it away, it will likely be physical because of all Fighting attacks, only 3 are special). I find this Togekiss to go well with almost any Pokemon, but I find mine partnering up most with my powerhouse of an Aggron.


Bronzong

Support takes many forms, and this metallic one is great for a multitude of strategies. I use it for Single Battles, but it could very well be used for Double Battles as well. His moveset should be along the lines of...

Rain Dance/Sunny Day/Sandstorm
Trick Room
Gyro Ball/Safeguard
Explosion

IVs: 31 Attack, 31 Defense, 31 Sp. Defense
EVs: 200 Defense, 200 Sp. Defense, 110 HP

Aim for the Levitate Ability, another immunity is always nice, and a Nature that reduces Speed or Sp. Attack. This is a set-up Pokemon, he gets out there, sets up, and Explodes. This specifically is to set up for a weather-based team(not Hail). So you would use the weather attack first. The next move depends on the rest of your team. If the rest of your team is relatively slow, you would want to use Trick Room, whereas if it is fast, then you may choose Safeguard. Gyro Ball is there for power, for a scenario where the rival Pokemon is weak to Steel. Once you are set up, use Explosion to deal one last chunk of damage to the opponent, and send out the guys that benefit from this set up. The best item here would be either the Rock that extends the chosen weather attack(Heat Rock, Damp Rock, or Smooth Rock), or a Normal Gem to add more power to the Explosion. Personally, I use the Rock. Let me give an example.

I use a Rain Dance team, so I have my Bronzong go in holding the Damp Rock, use Rain Dance, and then I'll usually use Explosion right after and send in Dragonite(Thunder, Hurricane, Aqua Tail, and Rain Dance), Wash Rotom(Thunder, Hydro Pump, Confuse Ray,  Hidden Power-Dragon), or Roserade(Weather Ball, Giga Drain, Venoshock, Rain Dance). These 3 guys can reap all the benefits they would from the Rain without having the set it up themselves, and that extra turn can mean everything in battle. Dragonite could unleash his STAB Hurricane without fear of missing, and be able to Confuse, then he could hit it with Thunder to paralyze. 2 turns is less than 3 turns, and that's good.

Now that should absolve me of having to update for a good while. If you have any questions or comments, just put them below.

Brock out.

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