Originally posted by Don't Run With Scizors
[B]In reverse order, just because I felt like it...
Gorebyss: Put Rain Dance over Agility on Gorebyss. With the Swift Swim characteristic, not only will its speed be doubled (like an initial use of Agility does), but it'll get a boost for Surf.
Gorebyss doesn't learn Crunch, though. Clamperl's alternate evolution Huntail does.
I noticed that after I posted this. What would you suggest since I can't get it? And I wasn't even considering Swift Swim when I made this set...Hmm, Thanks a lot. That shall help. *nod*
Roselia: Because Giga Drain\Leech Seed != Synthesis. Giga Drain and Leech Seed will get you back a moderate amount of health over several turns, whereas Synthesis\Rest (with Natural Cure) recovers health
instantly.
Drop Synthesis for Rest, since Natural Cure can handle the sleep, and if you can't switch Roselia out... it's screwed regardless. Either Giga Drain or Leech Seed can be replaced with Spikes; preferably Leech Seed. Trainers with any amount of brain will switch out their Rhydon or whatever whenever they see a Roselia, and you'll simply end up wasting precious Giga Drain PP. Some trainers might dare to leave Water-types in, but usually because they have Ice moves, and even there it's a losing battle. Plus, if you don't have Giga Drain, you can put more effort value and personality into defenses.
Good point. Since Spikes can be stacked now having more then one Spiker isn't a bad idea. Hmm. Alright. I'll try that out.
Sandslash: What? No Swords Dance?! Drop either Slash or Brick Break, depending on how often the metagame calls for pseudopassed shielding. Rest might be a viable option, too, if you're willing to either drop Rapid Spin or risk having only Earthquake in that set.
I'd probably drop Slash. I need that Fighting Move, and Light Screen and Reflect are passed all over the place. ^^; Won't trop Rapid Spin. Spikes too much of a threat.
Wigglytuff: You're quite daring, I must say. Wigglytuff is even weaker now without the support of the RBYGSC move pool and the new effort value system... Wigglytuff's already low stats are made worse now that you have to contend with rationing out effort values to certain areas and not others.
Body Slam's paralysis makes for excellent support, especially since Heal Bellers and Aromatherapists become fewer and easier to deal with.
You could also try for Sing over Safeguard... Status effects are the least of Wigglytuff's problems, and though some would say that the low accuracy is bad, but that's only if you're praying that Sing will work so it saves you from some oncoming Cross Chop. No, Sing is more like an OHKO move - you can't depend on it to get you out of a sticky situation, but when it hits, it's DEADLY annoying. Anybody who's met or used a Fishtauros on the GSbots knows what I'm talking about.
I know, I know. Daring. ^^; Hmm...Sing is a big risk. But using Wiggly in the first place is a big risk.
Muk: Sludge Bomb is better than Shadow Punch against Psychics on the switch-in:
Sludge Bomb: 90 power * 1.5 STAB = 135 power
Shadow Punch 60 power * 2 weakness = 120 power
Last time I checked, 135 > 120.
If you're so worried about DTers, why not breed for Haze, which not only gets rid of the Double Team images, but all other stat boosts as well? And while you're at it, you can breed for both Haze and Explosion off Weezing, and perhaps drop in Fire Blast and a Special Attack boosting, Speed subtracting personality for various Skarmories.
Whee. That sounds like fun. I was so set on getting Shadow Punch for some reason though o.O I'm just weird.
Skarmory: Fine by me, but if you wanted you could experiment with Curse... after their Electric\Fire-type is gone, Skarmory can do a number on the opposing team.
You know, I wouldn't at all mind trying that. I hate having to use standards...and having a Cursing Skarmory would definately be different.