Ecko-Man
11th May 2003, 04:45 PM
Here it is.
Glalie(Leftovers)
/Spikes
/Protect
/Ice-Beam
/Crunch
Strategy:
I bring em' out first ,spiking my way into the match. Since for some reason, fire types are more popular than ever, i'll bring Glalie out first, since they tend to be brought out later in the match. After I hopefully get the chance to pike at least two times, I bring em' back in for later. Protect is for after I have Spiked, and the opponent brings out a pokemon, which is good against it.
Manectric(King's-Rock)
/Thunder-Wave
/Attract
/Bite
/Thunderbolt
Strategy:
I bring this lil' guy out after Glalie. I know it will be hurt by Spikes, but hear me out. I will start off with Thunder-Wave, because as we all know, Attract can't affect a pokemon of a different gender, but a status effect such as paralysis, can. Then use Attract if the opponent hasn't switched out, making it hard for the adversary to connect with a blow. Bite is for constant flinching, if the opponent decides to keep that pokemon out, but if they switched out, use Thunder-Wave on it to paralyze. Thunderbolt is simply a move with S.T.A.B. and power behind it.
Medicham(Leftovers)
/Bulk-Up
/Recover
/Shadow-Ball
/Brick-Break
Strategy:
I know you're thinkin' ,"why Shadow-Ball?" Well, it's because of Medicham's Pure-Power ability ,doubling attack. Well start off with Bulk-Up, greatly increasing your attack and defenses, for flyers.(that's where the defensive part came in my head) Recover, after you've Bulked'-Up enough to start sweeping your opponent, although the attached Leftovers were helping you out. Shadow-Ball will most likely knock out, ghosts,and other psychics, increasing your variety of knock-outs. Brick-Break obviously powered up by S.T.A.B.,and Bulk-Up, will now obviously knock out normal, dark, and possibly a steel type. Leftovers will regain lost hp from Spikes.
Dusclops(Leftovers)
/Mean-Look
/Toxic
/Night-Shade
/Rest
Strategy:
Mean-Look, to lock the target in. Then Toxic to show the opponent that death for their pokemon is now imenent. Night-Shade to push the envelope. Rest after you Mean-Look the next pokemon, as Dusclops has the defenses to hold off two attacks before it goes on the rampage after it wakes up.
Gorebyss(Leftovers)
/Agility
/Iron-Defense
/Amnesia
/Baton-Pass
Strategy:
First off, disregard this pokemon's type and etc., because it is only a utility to increase the next pokemon's stats, making it an vicious end after these stat alterers are baton-passed. Use Amnesia first, as the opponent will realise Gorebyss's weakness in its stats and will try to faint the thing before you stat-up. Agility to increase its speed ,as well as the next pokemon's, when these are passed on. Now Iron-Defense, to improve on Gorebyss's defense which is already high, to make it last longer so it can improve the next pokemon's stats as high as possible before having to Baton-Pass. This pokemon is merely a utility.
Swampert(Leftovers)
/Earthquake
/Surf
/Ice-Beam
/Refresh
Strategy:
This thing is now a god after being passed. Nothing can now destroy em' in at the least 3 moves, and that's if the pokemon is a grass type, and it has Ice-Beam to take care of them. Its defenses and speed are now high enough to survive a couple of 00bers, if the other pokemon have not done their jobs on the field. Refresh is just in case if someone wants to bring out a status inducer, thus changing its satus back to normal, and making the annoyer have to start all over again with their pattern.
Rate it !!!
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Glalie(Leftovers)
/Spikes
/Protect
/Ice-Beam
/Crunch
Strategy:
I bring em' out first ,spiking my way into the match. Since for some reason, fire types are more popular than ever, i'll bring Glalie out first, since they tend to be brought out later in the match. After I hopefully get the chance to pike at least two times, I bring em' back in for later. Protect is for after I have Spiked, and the opponent brings out a pokemon, which is good against it.
Manectric(King's-Rock)
/Thunder-Wave
/Attract
/Bite
/Thunderbolt
Strategy:
I bring this lil' guy out after Glalie. I know it will be hurt by Spikes, but hear me out. I will start off with Thunder-Wave, because as we all know, Attract can't affect a pokemon of a different gender, but a status effect such as paralysis, can. Then use Attract if the opponent hasn't switched out, making it hard for the adversary to connect with a blow. Bite is for constant flinching, if the opponent decides to keep that pokemon out, but if they switched out, use Thunder-Wave on it to paralyze. Thunderbolt is simply a move with S.T.A.B. and power behind it.
Medicham(Leftovers)
/Bulk-Up
/Recover
/Shadow-Ball
/Brick-Break
Strategy:
I know you're thinkin' ,"why Shadow-Ball?" Well, it's because of Medicham's Pure-Power ability ,doubling attack. Well start off with Bulk-Up, greatly increasing your attack and defenses, for flyers.(that's where the defensive part came in my head) Recover, after you've Bulked'-Up enough to start sweeping your opponent, although the attached Leftovers were helping you out. Shadow-Ball will most likely knock out, ghosts,and other psychics, increasing your variety of knock-outs. Brick-Break obviously powered up by S.T.A.B.,and Bulk-Up, will now obviously knock out normal, dark, and possibly a steel type. Leftovers will regain lost hp from Spikes.
Dusclops(Leftovers)
/Mean-Look
/Toxic
/Night-Shade
/Rest
Strategy:
Mean-Look, to lock the target in. Then Toxic to show the opponent that death for their pokemon is now imenent. Night-Shade to push the envelope. Rest after you Mean-Look the next pokemon, as Dusclops has the defenses to hold off two attacks before it goes on the rampage after it wakes up.
Gorebyss(Leftovers)
/Agility
/Iron-Defense
/Amnesia
/Baton-Pass
Strategy:
First off, disregard this pokemon's type and etc., because it is only a utility to increase the next pokemon's stats, making it an vicious end after these stat alterers are baton-passed. Use Amnesia first, as the opponent will realise Gorebyss's weakness in its stats and will try to faint the thing before you stat-up. Agility to increase its speed ,as well as the next pokemon's, when these are passed on. Now Iron-Defense, to improve on Gorebyss's defense which is already high, to make it last longer so it can improve the next pokemon's stats as high as possible before having to Baton-Pass. This pokemon is merely a utility.
Swampert(Leftovers)
/Earthquake
/Surf
/Ice-Beam
/Refresh
Strategy:
This thing is now a god after being passed. Nothing can now destroy em' in at the least 3 moves, and that's if the pokemon is a grass type, and it has Ice-Beam to take care of them. Its defenses and speed are now high enough to survive a couple of 00bers, if the other pokemon have not done their jobs on the field. Refresh is just in case if someone wants to bring out a status inducer, thus changing its satus back to normal, and making the annoyer have to start all over again with their pattern.
Rate it !!!
arial arial