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Netbattle Team - Steel
Topic Started: Jul 11 2007, 07:51 PM (294 Views)
Deleted User
Deleted User

I have a steel team set up, so here it is, for your enjoyment. I kind of borrowed *cough*used*cough* your Foretress for it.

Magneton @ Magnet
Nature: Mild
Ability: Magnet Pull
252 Speed 252 S. Attack 6 S. Defense
Rain Dance
Shock Wave
Thunderbolt
Thunder
Notes: Rain Dance, just to make Thunder more accurate. Steel is NOT resistant to Electric, so it makes a great Skarmory-killer.

Skarmory @ Sharp Beak
Nature: Timid (RLY?)
Ability: Keen Eye
252 HP 252 Speed 6 Defense
Aerial Ace
Spikes
Hidden Power: Fire
Rock Smash
Notes: Lay spikes, chip away with Hidden Power and Rock Smash, Aerial Ace is merely a filler move

Aggron @ Mystic Water
Nature: Modest
Ability: Sturdy
252 Speed 252 S. Attack 6 S. Defense
Flamethrower
Shock Wave
Surf
Water Pulse
Notes: This is a full-on Special Attacker made specifically for knocking out Forretress, Skarmory, Aggron and Steelix. Could easily knock out Metagross, too, in theory.

Metagross @ Metal Coat
Nature: Mild
Ability: Clear Body (who bothers with stat reduction, anyway?)
132 Attack 132 Speed 186 S. Attack 60 S. Defense
Meteor Mash
Psychic
Sludge Bomb
Thunderpunch
Notes: This is NOT one good for beating another Steel type, I consider it merely a staller.

Forretress @ Leftovers
Nature: Impish
Ability: Sturdy
252 Defense 252 S. Defense 6 HP
Explosion
Rapid Spin
Spikes
Zap Cannon
Notes: I modified Sentro's Forretress a little and made it a little more able to attack on its own (Zap Cannon) yet still left it an affective trapper if Skarmory doesn't work out.

Steelix @ Soft Sand
Nature: Adamant
Ability: Sturdy
252 Attack 252 Speed 6 HP
Dig
Earthquake
Iron Tail
Sand Tomb
Notes: This is a last resort Pokémon. If it faces a Skarmory, it's screwed. However, it has the ability to trap another Steel type on the field, where it can hit it with Earthquake after Earthquake until it dies, or Dig if you're overly cautious. Iron Tail is JUST A FILLER.
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Sentrovasi
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ClarinetWrathArineko
Jul 12 2007, 03:51 AM
Magneton @ Leftovers
Nature: Modest
Ability: Magnet Pull
252 Speed 252 S. Attack 6 HP
Thunderbolt
Thunder Wave
Reflect/Protect
Hidden Power: Fire


Notes: Rain Dance, just to make Thunder more accurate. Steel is NOT resistant to Electric, so it makes a great Skarmory-killer.


Firstly, three Electric-type attacks are a no-no. Get rid of the Thunderdancing. It's not fast enough. Also, it's unlikely you'll need Shock Wave too often: just keep Thunderbolt. I'd suggest Thunder Wave for the excellent utility. Magneton doesn't have much other purpose, though: I suggest Reflect/Protect are to ensure some degree of survivability, and HP Fire to take out any annoying Steel/Ground types.

Magnet is not exactly the best of choices for an item: the generic Lefties are far more useful than a little 10% boost. And HP pips Special Defense for taking care of both types.


ClarinetWrathArineko
Jul 12 2007, 03:51 AM
Skarmory @ Sharp Beak/Leftovers
Nature: Jolly
Ability: Keen Eye
252 HP 252 Speed 6 Defense
Spikes
Hidden Power: Ground/Drill Peck
Whirlwind/Roar
Toxic/Agility


Notes: Lay spikes, chip away with Hidden Power and Rock Smash, Aerial Ace is merely a filler move


On the one hand, Spikes is essential. On a second note, Skarmory's not known for its Special Attack. Replace HP: Fire with HP: Ground, if anything. Rock Smash is a patently useless move as well, so it might well be switched for some other attacking move, or, preferably, a pseudo-Hazing move like Whirlwind. Switch Aerial Ace for Agility or Toxic, depending on your priority. Roar is useful if you want Drill Peck (no use in a Steel-type battle, but good to have), since you can't have both Egg Moves at the same time. Choose your priority, but remember that Soundproof ignores Roar.

On another note, I've no idea what Sharp Beak is. But Lefties > most everything else. Except on a Shedinja. And a Jolly nature (+ Speed, - Special Attack), is probably a better option =/


ClarinetWrathArineko
Jul 12 2007, 03:51 AM
Aggron @ Mystic Water
Nature: Modest
Ability: Sturdy
252 Speed 252 S. Attack 6 S. Defense
Flamethrower
Shock Wave
Surf
Water Pulse

Notes: This is a full-on Special Attacker made specifically for knocking out Forretress, Skarmory, Aggron and Steelix. Could easily knock out Metagross, too, in theory.


Meh. Not quite. Aggron has a very pathetic base Special Attack. If you even want to try this moveset, you'll need Fire Blast and Thunder. Which isn't a good option, really. I'd suggest a physical moveset here.

Sentrovasi
 
Aggron @ Leftovers/Choice Band
Nature: Adamant
Ability: Sturdy
252 HP 252 Attack 6 S. Defense
Earthquake
Rock Slide
Substitute / Iron Tail
Focus Punch


Do note that Aggron won't be winning any speed battles, so there's not much of a need for EVs in speed. It's a hard-hitting Pokemon, so let it hit hard. Alternatively, give it a Choice Band and replace Substitute with a filler move. You're never going to use Iron Tail, but it's a hard-hitting move to be used in desperation.

ClarinetWrathArineko
Jul 12 2007, 03:51 AM
Metagross @ Leftovers/Choice Band
Nature: Adamant
Ability: Clear Body (who bothers with stat reduction, anyway?)
252 Attack 252 Speed 6 HP
Meteor Mash
Earthquake
Agility/Sludge Bomb
Explosion


Notes: This is NOT one good for beating another Steel type, I consider it merely a staller.


Mixed sweepers... meh. Metagross should be able to wipe a team on its own. Keep to a single type of attack, though: in this case, Metagross can kill anything but a Skarmory, given this set. Explosion's no use in a Steel-type battle, of course: replace it with Rock Slide, or if you want to kill Skarm, Hidden Power: Fire. Note that Metagross can't learn Thunderpunch. Maybe in D/P... I wouldn't know. With Metagross's godly Attack, Agility is all it really needs to sweep.

If you'd rather play it dangerously, though, consider a Choice Band set with Sludge Bomb than Agility. No use in Steel-battles, again, but devastating in real ones. Switch in and sweep: if your opponent finds a Pokemon resistant to your attacks, switch out. Once Metagross comes in again, you can keep the damage up. End off with an immense Explosion to guarantee at least one more K.O.


ClarinetWrathArineko
Jul 12 2007, 03:51 AM
Forretress @ Leftovers
Nature: Impish
Ability: Sturdy
252 Defense 252 S. Defense 6 HP
Explosion
Rapid Spin
Spikes
Earthquake/Hidden Power: Fire

Notes: I modified Sentro's Forretress a little and made it a little more able to attack on its own (Zap Cannon) yet still left it an affective trapper if Skarmory doesn't work out.


Meh. The problem with Zap Cannon is its inability to hit nuts. If you must have an attack, go for Earthquake or Hidden Power: Fire. Fire for Skarmory, Earthquake for anything else. It's still the same on 'most other fronts, though. You might adapt the old set if you want, but as far as attacks go, I'd go with these few =/

ClarinetWrathArineko
Jul 12 2007, 03:51 AM
Steelix @ Leftovers/Chesto Berry
Nature: Adamant
Ability: Sturdy
252 Attack 252 HP 6 Attack
Earthquake
Rock Slide
Curse
Rest/Explosion/Block


Notes: This is a last resort Pokémon. If it faces a Skarmory, it's screwed. However, it has the ability to trap another Steel type on the field, where it can hit it with Earthquake after Earthquake until it dies, or Dig if you're overly cautious. Iron Tail is JUST A FILLER.


Note that Dig will never work. Once you use Dig, they'll switch in their Skarmory. Which will screw you terribly. That said, Steelix isn't a bad fighter, in itself. An immense Defense, for one. A moderately low Attack, and crap for all other stats, but that's the price you've got to pay =/

This moveset I'm suggesting here is interesting because of its strange possibilities. After Earthslide, the obligatory Attack combination, Curse is chosen for the fact that it complements Steelix incredibly well. Its negligible is ignored for its godly Defense and good Attack. The premise, if you're using Block, is to find a Pokemon either like a Magneton without HP: Fire, or a Forretress without proper attacks (any physical staller, really) and keep it in while it's harmless against your thick armour. Keep bulking yourself up, and then sweep. The downside is that Steelix will inevitably die from Earthquake or something, although eventually even that will be doing little damage to it. Leftovers are there to ensure healthiness throughout the process.

If you choose Explosion, on the other hand, just Curse where you can and blast the more pesky ones before they can knock you out. The instant you see yourself in mortal danger, explode. As with Metagross, this'll ensure at least one other opponent goes down with you: it's not a bad trade-off.

The last option is a ChestoRest: this's basically a way to get back all the HP you lose while Cursing. It doesn't have the constant regenerative abilities of a Leftovers, but it's a quick fix which should allow you enough HP to sweep your opponent.


Ending notes: I do notice that a lot of my suggestions are physical attackers: kudos to you for trying to make a few Special Attackers, but that's not what Steel-types are built for, unfortunately. Magneton is one good Special Attacker, but there aren't many of them. HP: Fire or Electric are probably going to be the only choices for most of them.

The strategy is simple, though. You can run through whole teams with the exception of Skarmory, but once your opponent pulls Skarm out, switch for Magneton and he's dead. If, however, the Skarm is using the old Whirlwind+Spikes routine, don't bother: just keep hitting the Skarm; Magneton will come out eventually. If you switch about, Magneton will inevitably get switched out just to fly back in.

However, Magneton gets pwned by any other Steel-type than Skarmory, so be wary.
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