Having picked up X at the end of March, I've wanted to play better competitively.
I've read the intro, played some on showdown, and thought I understood most of the basics of what are the main threats of the format, but overall I'm an abysmal battler (My current in-game rated record is 9-9 or something, and my showing in the 2014 April thing was rather terrible). Lots of questions, concerning basic teambuilding, threat assessment, and in-combat decisions. Often when I'm playing, I feel like I have lots of tools in front of me, but that I am not using them properly/lack intuition. I'm probably not articulating all my questions that well, and I'm sure more will pop into my head, so I apologize for that.
1. What's the a good way to pick your 6, assuming you're playing singles battle spot?
I've always tried to balance things, with about 1/2 special oriented and 1/2 physically oriented, with at least one able to take on/neuter physical threats, while another geared more to handle special. I spread out the typing, and tend to end up with a hodgepodge of "good stuffs" that don't really have much synergy. Always end up feeling like I'm not covering what I need to be, often wishing I had more tanks/answers. Realize this is a rather broad query overall about teambuilding >.<
2. How are leads chosen? What are the best leads when you see swagplay, baton pass, or non-straightforward?
Historically I've always lead with Rotom-W or Dragonite, with Rotom scouting/trying to neuter a physical attacker with WoW, or Dnite trying to set up quickly. In the past (mainly 6v6 singles from other eras) I'd be focused on setting up hazards, but that doesn't seem to be a big thing in spot.
3. How does one best use the preview? What are red flags that mustn't be ignored when the enemy 6 pop up?
In general I try to avoid situations with obvious type disadvantages (see fires, hold steel back, etc) but since it feels like most teams I see are fairly varied in their picks, I never feel confident about what I'm sending out. Like, how many physical attackers would one have to see to know 100% that one has to bring in a tank or WoW user? Does seeing a Mega-Ven mean never sending out any of the main water-types that see play? (No clue if this is a good approach at all)
4. Where's the best place to go for battle spot discussions/information?
The smogon battle spot irc is pretty much empty, while the battle spot forum section doesn't really see much action either (relatively), leading me to generally just read analyses and thoughts in the OU sections, which doesn't always apply. Is there a lobby or irc channel I am not aware of?
5. Best way to punish switches/avoid getting punished?
Whenever I'm switching in and out, I always end up feeling like I'm just exposing my team to more status or solid neutral hit and losing momentum in general, while for my opponents the switches in general force me to switch and they have the upper hand.
6. As someone trying to improve, am I asking the right questions?
Initial default team thoughts:
Dragonite/Aegislash/Azumarill/Rotom-W/Scizor/Talonflame
DDnite runs lum to hopefully make setting up easier; considering Espeed WP variants
Aegislash runs mixed crumbler; considering WP or Air Balloon
Azumarill is AV and bulky rather than drum; considering drum
Rotom-W running WoW and chestorest; considering Scarf-Trick
Scizor pursuit-traps, uturn momentum and priority steel; considering Mega-Kang
Talonflame runs CB spams Brave Bird; considering Bulk Up WoW set
Thoughts about other pokemon in my arsenal already
Gengar: Frail, if predict wrong dead
Gardevoir: Niche, though scarf-bond is fun, priority (espeed dnite especially) destroys it
Garchomp: Twave immunity and Mega-Maw killing nice, but feels frail compared to dnite
Volcarona: Great when able to get going, dead weight otherwise
Kangaskan: Strong, but predictable and linear (I'm new/bad at using her =/ )
Goodra: Fun to use vs special attacker teams, takes a lot of damage from neutral physical
Pokes I've been rotating between listed below.
Other pokes I plan to add to the rotation include: Mega-Mawile, Ferrothorn, and Mega-Gyarados.
I've read the intro, played some on showdown, and thought I understood most of the basics of what are the main threats of the format, but overall I'm an abysmal battler (My current in-game rated record is 9-9 or something, and my showing in the 2014 April thing was rather terrible). Lots of questions, concerning basic teambuilding, threat assessment, and in-combat decisions. Often when I'm playing, I feel like I have lots of tools in front of me, but that I am not using them properly/lack intuition. I'm probably not articulating all my questions that well, and I'm sure more will pop into my head, so I apologize for that.
1. What's the a good way to pick your 6, assuming you're playing singles battle spot?
I've always tried to balance things, with about 1/2 special oriented and 1/2 physically oriented, with at least one able to take on/neuter physical threats, while another geared more to handle special. I spread out the typing, and tend to end up with a hodgepodge of "good stuffs" that don't really have much synergy. Always end up feeling like I'm not covering what I need to be, often wishing I had more tanks/answers. Realize this is a rather broad query overall about teambuilding >.<
2. How are leads chosen? What are the best leads when you see swagplay, baton pass, or non-straightforward?
Historically I've always lead with Rotom-W or Dragonite, with Rotom scouting/trying to neuter a physical attacker with WoW, or Dnite trying to set up quickly. In the past (mainly 6v6 singles from other eras) I'd be focused on setting up hazards, but that doesn't seem to be a big thing in spot.
3. How does one best use the preview? What are red flags that mustn't be ignored when the enemy 6 pop up?
In general I try to avoid situations with obvious type disadvantages (see fires, hold steel back, etc) but since it feels like most teams I see are fairly varied in their picks, I never feel confident about what I'm sending out. Like, how many physical attackers would one have to see to know 100% that one has to bring in a tank or WoW user? Does seeing a Mega-Ven mean never sending out any of the main water-types that see play? (No clue if this is a good approach at all)
4. Where's the best place to go for battle spot discussions/information?
The smogon battle spot irc is pretty much empty, while the battle spot forum section doesn't really see much action either (relatively), leading me to generally just read analyses and thoughts in the OU sections, which doesn't always apply. Is there a lobby or irc channel I am not aware of?
5. Best way to punish switches/avoid getting punished?
Whenever I'm switching in and out, I always end up feeling like I'm just exposing my team to more status or solid neutral hit and losing momentum in general, while for my opponents the switches in general force me to switch and they have the upper hand.
6. As someone trying to improve, am I asking the right questions?
Initial default team thoughts:
Dragonite/Aegislash/Azumarill/Rotom-W/Scizor/Talonflame
DDnite runs lum to hopefully make setting up easier; considering Espeed WP variants
Aegislash runs mixed crumbler; considering WP or Air Balloon
Azumarill is AV and bulky rather than drum; considering drum
Rotom-W running WoW and chestorest; considering Scarf-Trick
Scizor pursuit-traps, uturn momentum and priority steel; considering Mega-Kang
Talonflame runs CB spams Brave Bird; considering Bulk Up WoW set
Thoughts about other pokemon in my arsenal already
Gengar: Frail, if predict wrong dead
Gardevoir: Niche, though scarf-bond is fun, priority (espeed dnite especially) destroys it
Garchomp: Twave immunity and Mega-Maw killing nice, but feels frail compared to dnite
Volcarona: Great when able to get going, dead weight otherwise
Kangaskan: Strong, but predictable and linear (I'm new/bad at using her =/ )
Goodra: Fun to use vs special attacker teams, takes a lot of damage from neutral physical
Pokes I've been rotating between listed below.
Other pokes I plan to add to the rotation include: Mega-Mawile, Ferrothorn, and Mega-Gyarados.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Punch
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Brick Break
- U-turn
- Pursuit
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 4 SDef / 252 Atk / 252 SAtk
Quiet Nature
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- Sleep Talk
- U-turn
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Power-Up Punch
Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Fake Out
- Return
- Earthquake
- Sucker Punch
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Swords Dance
- Rock Tomb
- Earthquake
Goodra @ Assault Vest
Ability: Gooey
EVs: 248 HP / 252 SAtk / 8 SDef
Quiet Nature
- Dragon Tail
- Draco Meteor
- Thunderbolt
- Fire Blast
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Moonblast
- Psyshock
- Thunderbolt
- Destiny Bond
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 112 Spd / 156 Def
Modest Nature
- Quiver Dance
- Roost
- Bug Buzz
- Fiery Dance
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Sludge Bomb
- Destiny Bond
- Focus Blast
Ability: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Punch
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Brick Break
- U-turn
- Pursuit
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 4 SDef / 252 Atk / 252 SAtk
Quiet Nature
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- Sleep Talk
- U-turn
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Power-Up Punch
Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Fake Out
- Return
- Earthquake
- Sucker Punch
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Swords Dance
- Rock Tomb
- Earthquake
Goodra @ Assault Vest
Ability: Gooey
EVs: 248 HP / 252 SAtk / 8 SDef
Quiet Nature
- Dragon Tail
- Draco Meteor
- Thunderbolt
- Fire Blast
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Moonblast
- Psyshock
- Thunderbolt
- Destiny Bond
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 112 Spd / 156 Def
Modest Nature
- Quiver Dance
- Roost
- Bug Buzz
- Fiery Dance
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Sludge Bomb
- Destiny Bond
- Focus Blast