The Retro Team
I have always wanted to create a team with only the first pokemons. But I didn't think it was possible to make a good team with only the first 151 pokemon available. I know some of you might say that I'm a noob that limit myself in this way, but i feel more like it's a challange. It's fun to try something different.
I have realised that only genaration 1 pokemon doesnt work for a competetive team, so i have decided to put a few pokemon from newer genarations on my team.
But without further discussion, lets get to the team:
At a glance:
In dept:
Changes= Bold
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Ice Beam
- Earthquake
- Roar
---
I decided to use Swampert because he does very much for my team, he is a good lead that get out stealth rock reliably. Ice beam helps dragons and grass pokes switching in. Roar is very helpfull when a pokemon sets up and i cant counter it with encore from clefable. A ground pokemon is always nice to avoid electric attacks, which I use to the best of my power.
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/44 Def/212 SDef
Careful nature (+SDef, -SAtk)
- Encore
- Softboiled
- Seismic Toss
- Toxic
---
I couldn't use Blissey as special wall so I tried this set out to great success. I have never used Clefable before and I must say it is excellent as both a special wall and stall breaker. It takes special attacks extremely well when they are not boosted and if someone tries to set up i can use either encore or toxic to keep them from sweeping.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Wish
- Surf
- Protect
- Toxic
---
Wish support is not a must for my team but it helps my overall survivability, and Vaporeon works great with Clefable. Protection helps scout moves and can be used for extra poison damage aswell. I am still not sure whether to use Ice beam or HP electric. Ice is helpfull against dragons and if i predict grass pokes coming in. But HP electric helps to kill those water types that want to stall me out.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP/228 Def/32 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Heat Wave
---
Physically defensive Zapdos can stay in and take a beating from most of Clefables counters, it is also great against steel types. I was unsure wether to use HP grass or ice. I used grass first, but i realised i was struggeling with Dragonite so i changed it to ice. Zapdos works well with this team, almost all the pokes that can kill Zapdos easily i can either deal with by sending in either Clefable or Vaporeon.
Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def, -Spd)
- Spikes
- Rapid Spin
- Gyro Ball
- Explosion
---
I feel that I need a spiker on this team and Forretress is excellent at the job. He is also useful against dragonite which has caused a bit of problem for me before. I am still not sure if i should use toxic spikes instead of spikes, for now i went with spikes because many pokemon are immune to toxic spikes. I will probably not use explosion likely, but it's nice to have if i need to go out with a bang.
Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stone Edge
- Superpower
- Pursuit
- Earthquake
---
Tyranitar really works well with this team, providing extra residual damage with sandstorm. It is also a great revenge killer and helps kill off psychic and ghost pokemon with pursuit. Many people expect tyranitar to be scarfed nowdays so its not really a suprise to most people, but i can still get some kills with him.
My strategy ?
If you haven't guessed it yet, I mainly focus on getting as many pokemon as possible poisoned and then just stall them out. I like to use prediction as a weapon and it has worked very well so far. I misspredict a few times and loose a pokemon I wish I hadn't, but you cant win them all ;P. I have Tyranitar to kill off troublesome pokemon that i cant stall out. Toxic spikes is a pluss but not necesary because of toxic on Clefable and Vaporion
I have always wanted to create a team with only the first pokemons. But I didn't think it was possible to make a good team with only the first 151 pokemon available. I know some of you might say that I'm a noob that limit myself in this way, but i feel more like it's a challange. It's fun to try something different.
I have realised that only genaration 1 pokemon doesnt work for a competetive team, so i have decided to put a few pokemon from newer genarations on my team.
But without further discussion, lets get to the team:
At a glance:
In dept:
Changes= Bold
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Ice Beam
- Earthquake
- Roar
---
I decided to use Swampert because he does very much for my team, he is a good lead that get out stealth rock reliably. Ice beam helps dragons and grass pokes switching in. Roar is very helpfull when a pokemon sets up and i cant counter it with encore from clefable. A ground pokemon is always nice to avoid electric attacks, which I use to the best of my power.
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/44 Def/212 SDef
Careful nature (+SDef, -SAtk)
- Encore
- Softboiled
- Seismic Toss
- Toxic
---
I couldn't use Blissey as special wall so I tried this set out to great success. I have never used Clefable before and I must say it is excellent as both a special wall and stall breaker. It takes special attacks extremely well when they are not boosted and if someone tries to set up i can use either encore or toxic to keep them from sweeping.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Wish
- Surf
- Protect
- Toxic
---
Wish support is not a must for my team but it helps my overall survivability, and Vaporeon works great with Clefable. Protection helps scout moves and can be used for extra poison damage aswell. I am still not sure whether to use Ice beam or HP electric. Ice is helpfull against dragons and if i predict grass pokes coming in. But HP electric helps to kill those water types that want to stall me out.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP/228 Def/32 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Heat Wave
---
Physically defensive Zapdos can stay in and take a beating from most of Clefables counters, it is also great against steel types. I was unsure wether to use HP grass or ice. I used grass first, but i realised i was struggeling with Dragonite so i changed it to ice. Zapdos works well with this team, almost all the pokes that can kill Zapdos easily i can either deal with by sending in either Clefable or Vaporeon.
Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def, -Spd)
- Spikes
- Rapid Spin
- Gyro Ball
- Explosion
---
I feel that I need a spiker on this team and Forretress is excellent at the job. He is also useful against dragonite which has caused a bit of problem for me before. I am still not sure if i should use toxic spikes instead of spikes, for now i went with spikes because many pokemon are immune to toxic spikes. I will probably not use explosion likely, but it's nice to have if i need to go out with a bang.
Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stone Edge
- Superpower
- Pursuit
- Earthquake
---
Tyranitar really works well with this team, providing extra residual damage with sandstorm. It is also a great revenge killer and helps kill off psychic and ghost pokemon with pursuit. Many people expect tyranitar to be scarfed nowdays so its not really a suprise to most people, but i can still get some kills with him.
My strategy ?
If you haven't guessed it yet, I mainly focus on getting as many pokemon as possible poisoned and then just stall them out. I like to use prediction as a weapon and it has worked very well so far. I misspredict a few times and loose a pokemon I wish I hadn't, but you cant win them all ;P. I have Tyranitar to kill off troublesome pokemon that i cant stall out. Toxic spikes is a pluss but not necesary because of toxic on Clefable and Vaporion