Sunday, July 27, 2014

Gloomy Go Round - A WIP Round Team

A while ago, I was introduced to the concept of a specially attacking Sharpedo. While I loved the idea, I never really found anywhere to fit it. It lacked a certain power that Greninja, it's fellow Water/Dark type, had. Until recently. On showdown, I went up against a Sharpedo/Sylveon lead that I didn't really know what to do against. Until it hit me. Coming straight into the faces of my unaware Pokemon were massive Rounds. I realized how big of a potential this strategy had. I set out to make it my own.

Before we delve into the full team, you guys need to understand Round. Round is a 60 base power, normal-typed move. If used twice in a turn, the second instance of Round will now have a base power of 120 and will automatically be used instantly after the first instance. I'd also like to point out there are only four members of this team and it is a work in progress (WIP). I have a few concerns about it, but I'll get to that later down.

The Team:


Sharpedo @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Dark Pulse
- Round

Sharpedo is an interesting character. It only has base 95 SpAtk, so it isn't the strongest Pokemon out there, especially when you compare it to its massive base 140 Atk. However, what makes this still a strong set is its ability, Speed Boost. It doesn't need to run Timid because at the end of every turn, its speed raises a stage. This is primarily the reason why he is my go to Round initiate. After a boost, or two, he is the fastest Pokemon and will allow my Round abusers to basically dominate the field. He isn't the strongest Pokemon on my team, but he still hits pretty hard.

252+ SpA Sharpedo Dark Pulse vs. 252 HP / 0 SpD Aegislash-Shield: 86-104 (51.4 - 62.2%) -- guaranteed 2HKO
252+ SpA Sharpedo Hydro Pump vs. 4 HP / 0 SpD Talonflame: 224-266 (145.4 - 172.7%) -- guaranteed OHKO
252+ SpA Sharpedo Hydro Pump vs. 0 HP / 4 SpD Mega Kangaskhan: 84-99 (46.6 - 55%) -- 64.8% chance to 2HKO
252+ SpA Sharpedo Hydro Pump vs. 4 HP / 0 SpD Gardevoir: 75-88 (52 - 61.1%) -- guaranteed 2HKO

Sharpedo relies on STAB and super effective damage to inflict damage. However, it has immense utility with Round, as you will see.

File:282Gardevoir-Mega.png
Gardevoir @ Gardevoirite
Ability: Trace ----> Pixilate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Protect
- Round
- Psychic
- Focus Blast

This is how I changed the Sharpedo/Sylveon combo. I thought Gardevoir would be a bit better since it it faster than Sylveon and has a bit of a better movepool. This thing hits like a truck with Round. Without someone using Round before Gardevoir does, it becomes a 120 power attack. This factors in the original base 60, plus the 33% that pixilate adds and another 50% on top of that for STAB. When you use Round for the second time in a turn and it becomes base 120, you are now hitting with a 239 power move. This is so incredibly insane. I run Psychic and Focus Blast for coverage against those who resist Fairy. Let's get into the calculations. First I will demonstrate Round at 60 BP:

252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Gardevoir: 120-142 (83.3 - 98.6%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Scrafty: 472-564 (337.1 - 402.8%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Hydreigon: 580-688 (347.3 - 411.9%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 252+ SpD Umbreon: 162-192 (80.1 - 95%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Tyranitar in Sand: 180-212 (86.9 - 102.4%) -- 12.5% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Mega Tyranitar in Sand: 152-182 (73.4 - 87.9%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Multiscale Dragonite: 135-159 (68.1 - 80.3%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 4+ SpD Assault Vest Conkeldurr: 230-272 (108.4 - 128.3%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Mega Kangaskhan: 133-157 (73.8 - 87.2%) -- guaranteed 2HKO

Now for Round at a base of 120 power:
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Mega Kangaskhan: 178-210 (98.8 - 116.6%) -- 93.8% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Multiscale Dragonite: 178-211 (89.8 - 106.5%) -- 43.8% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Mega Tyranitar in Sand: 204-242 (115.9 - 137.5%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 252+ SpD Umbreon: 216-254 (106.9 - 125.7%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Mega Gardevoir: 139-165 (96.5 - 114.5%) -- 81.3% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0+ SpD Rotom-W: 154-183 (98 - 116.5%) -- 87.5% chance to OHKO

Against anything that resists Gardevoir's Round, it doesn't do a whole lot of damage. I'd also like to note, specifically on the Mega Kangaskhan and Dragonite, you can attack them with the first Round to do enough damage to KO them that turn.


File:658Greninja.png
Greninja @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Hydro Pump
- Hidden Power [Electric] / Ice Beam

- Round

Greninja is very simple. It's fast and hits hard. However, I have a small issue. I have SERIOUS four move slot syndrome. Without Hidden Power Electric, I sort of lose to Gyarados, if I don't play right with Gardevoir/Sharpedo. Without a Grass move, Rotom-Wash is fairly difficult to handle. Without an Ice Move, if I lose Gardevoir, Dragons run rampant. If I'd have to choose, I'd much rather "lose" to Gyarados than Garchomp. Gyarados is honestly a bit more manageable and not as plentiful. As for Rotom, Hidden Power Grass and Grass Knot don't do enough damage to OHKO.  

File:668Pyroar.png
Pyroar (M) @ Life Orb
Ability: Unnerve
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Overheat
- Round
- Dark Pulse

A lot of thought and testing went into this slot. I had originally started off with a Refrigerate Aurorus, but I honestly felt it wasn't the best fit. While it had a just as powerful Ice move as Gardevoir has with Fairy, it was just too slow to function without Round. So I decided, with the weaknesses my team had, I'd run Pyroar. I thought it was a good idea since not only did it have STAB on Round, but it also provided a Fire nuke for things like Aegislash, Ferrothorn and Venusaur. It's been really useful so far.

So after all of those, the last two slots on my team are currently filled by Kangaskhan and Meowstic. However, for right now, they fulfill quite a different role on this team. In fact, neither one of them are EVER used. They simply sit there because I have had no idea what to do for the last two Pokemon and going into a battle with only four Pokemon is a terrible decision. I think it is a bad idea because a smart player can easily see the Round team. But once they see the Kangaskhan, they immediatly think that's the Mega and completely forget Round. It's the old Bait and Switch. I'm baiting them to think I'll use Kangaskhan, and then I obliterate their plans with Round.

However, I feel like I shouldn't run two dead-weights, especially if the match could be best 2/3. So I need sugestions. I do have a few ideas that maybe you guys can help me with. But first, let me exemplify the flaws in this team.

1. Trick Room: My strategy requires speed, especially from the Pokemon I use Round on first, setting up Pyroar and Gardevoir. If I can't get rid of the Trick Room setter, I usually lose. And more often than not, the setter has a partner that can immobilize one of my Pokemon, destroying the ultra powerful Round combo.

2. Gardevoir going down: If Gardevoir goes down too quickly, this strategy can fall pretty easily. Gardevoir is the MVP of the team and deals the most damage.

3. Aegislash: Aegislash is a huge threat to this team, more so than most teams. I have three moves on this team to hit it, but unfortunately, only Pyroar's Overheat can OHKO Aegislash, even in shield form. And that is terrifying, especially since they can run Weakness Policy.

4. Priority: So far, the entire team is weak to some form of priority. Mach Punch and Bullet Punch can rip this team apart.

That's honestly, the only weaknesses I've found so far. At the time of me typing this up, I have a 1354 rating on the VGC ladder and a 1247 rating on the Battle Spot Doubles ladder. It's a lot less on the Battle Spot ladder since I decided to make this a VGC team and haven't moved on. I'm not done playing with it though, so the score can change. Here is a link, and I'll try to only use this team to keep it accurate: http://pokemonshowdown.com/users/rhuntern

And here are some ideas I had to sort of work around some of the problems:

1. Aurorus: Aurorus was originally dropped because it was too slow to function without another Round user. But, I do have a Trick Room weakness, and Aurorus is rather slow. It doesn't have the best moveset to work with either: Round, Frost Breath, Ancient Power, Dark Pulse and Thunderbolt. It does have slighty less power than Gardevoir, but still rocks a 236 power Ice move, making it not the worst if Gardevoir goes down.

2. Heliolisk: Heliolisk has the same SpAtk and Speed as Pyroar, also having access to Normal STAB and an Electric STAB. However, it doesn't really solve any problems other than the Greninja moveset issue.

3. Exploud: Exploud touts the Normal type STAB and a highly diverse movepool. Something useful it also brings is a very slow speed and a reliable Boomburst just in case!

That's all I can honestly think of that can run Round without losing a crucial moveslot. But all in all, that's the concept and I would love to have some input from you guys!

~Ryan

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