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DPPt/HGSS Gen II Team needs rating

This is my silver team that I have used for a long time and I was wondering how they would stack up...
that or how well they would transfer to Gen III or IV.

Mew LV 100
Item:Leftovers
Moves:psychic
Thunderbolt
Mega Kick
Waterfall
HP:354
AT:255
DEF:252
SP AT:258
SP DEF:258
SPD: 242

Ampharos LV 100 (Male)
Item:Magnet
Moves:Thundershock
Thunder Punch
Thunder
Flash
HP:350
AT:234
DEF:217
SP AT:295
SP DEF:245
SPD:201

Typhlosion LV 100 (Male)
Item:Charcoal
Moves:Flame Wheel
Fire Punch
Flamethrower
Fireblast
HP:349
AT:242
DEF:240
SP AT:306
SP DEF:258
SPD:274

Tyranitar LV 100 (Male)
Item:Soft Sand
Moves:Earthquake
Rock Slide
Crunch
Hyperbeam
HP:400
AT:354
DEF:314
SP AT:258
SP DEF:268
SPD:216

Pigeot LV 100 (Male)
Item:Leftovers
Moves:Wing Attack
Mirror Move
Steel Wing
Fly
HP:365
AT:250
DEF:236
SP AT:222
SP DEF:222
SPD:278

Lugia LV 100
Item:Magic Water
Moves:Surf
Aeroblast
Hydro Pump
Anchientpower
HP:403
AT:262
DEF:356
SP AT:266
SP DEF:394
SPD:312

As you can see, I like to attack a lot and try to maximize damage. I would love to hear what you all think...
Thanks
 

KoL

Expert FPS Player
Staff member
Moderator
Hoo, boy...no offense, but those movesets range from poor to terrible. Here's why:

- The majority of your Pokemon have multiple attack moves of the same type on their movesets. This is NEVER a good thing - say for instance a Ground-type came in against your Ampharos, you'd be screwed since all your attack moves are Electric-type. Make sure all your attack moves on each individual moveset are of different types. Here's a better moveset for Amphy:

Ampharos @ (*any item*)

- Thunderbolt/Thunder
- Fire Punch
- Hidden Power (Ice/Grass)/Rain Dance
- DynamicPunch

Thunderbolt for STAB, Fire Punch for Grass/Steel-types (Magneton and Steelix specifically,) Hidden Power (Ice/Grass) for extra coverage - if your Hidden Power isn't either of these types, then go for Rain Dance/Thunder instead. DynamicPunch to take care of Blissey/Snorlax, who have enormous Sp.Defense but much weaker Defense stats.

- You're using moves that are either poor in general or have a much better option available. Hyper Beam, for instance, is trash because of the recharge turn, especially since Tyranitar can learn so many better moves than Hyper Beam. Mega Kick is outclassed severely by Return, and Flame Wheel/Fire Punch are made redundant by Flamethrower in Gen II. Here's something for Typhlosion:

Typhlosion @ (*any item*)

- Flamethrower
- ThunderPunch
- DynamicPunch/Earthquake
- Hidden Power (Ice)/Sunny Day

Flamethrower for STAB, ThunderPunch for Water-types, DynamicPunch/Earthquake for Blissey/Snorlax who will otherwise wall you, and Hidden Power (Ice) for more coverage, and Sunny Day if your Hidden Power is not Ice-type. Note how each move has a purpose and is not made redundant by any of the other moves - with 4 moves of the same type, the strongest of the 4 will make the other 3 almost completely obsolete.

- You're only using attacking moves. Look at Lugia - your moveset consists of nothing but attack moves, and yet its defenses and HP are its highest stats. This hardly makes the most of its abilities. Try this:

Lugia @ Leftovers

- Aeroblast
- Psychic/Ice Beam
- Protect/Thunderbolt
- Recover

Basically, just a more defense oriented set. Recover is a must, other than that the rest of the moves are up to you.

Hope that helped.
 
Ya, I figured it was pretty bad but I have never battled with a lot of people, so I don't really have any experience dealing with serious strategies.
As for the same types of attacks, I was having fun specializing them because I wanted to, no other reason and I figured
that I was way too attack orientated, but that is how I like to play.
Hyper Beam is not even an attack I use on Tyranitar so that issue is totally resolvable.
As for Amphy and Typhlosion, I knew that it was a pretty bad idea to make all there moves the same, but I did it anyway, lol. I would probably change most of there moves if I was going to do any serious battling. Most of the attacks were for messing around with the Elite Four. I think there is something satisfying to have Amphy Thunder Punch all of Lance's little dragons...*^_^*
For Lugia, if I got rid of Hydro Pump, that would leave my party w/o any water attacks...Is that something that I could get away with? That is basically the whole reason that he has Mystic Water also. I think that the fact that he has high defences is a good reason to give him nice attacks, like putting spikes on the wall, but I can see where recovery could be a lifesaver(annoying but effective), but I hate dragging battles out...*^_^*
So because Pigeot and Mew were left out, I am assuming that they were either too bad to even speak of or they were just a little weird, lol.
What is STAB??? That is an unfamiliar acronym.
Ya, thanks for the help, no if i ever decide to move them up in generations, I will know what needs to be done. I guess I can't abandon my defences, lol
 

Magpie

Feathered Overseer
Staff member
Moderator
STAB stands for Same Type Attack Bonus. A full explanation can be found here:

http://www.pokecharms.com/forums/index.php?topic=3002.0
 

KoL

Expert FPS Player
Staff member
Moderator
So because Pigeot and Mew were left out, I am assuming that they were either too bad to even speak of or they were just a little weird, lol.

No, I left them out because my laptop battery was about to go dead and I didn't have anywhere to connect to the mains at the time. ;D
Here's some suggestions for them now that I have a mains plug handy:

Pidgeot @ (*any item*)

- Wing Attack
- Steel Wing
- Return
- Agility

I'd pick Wing Attack over Fly here purely because of the fact that Fly takes 2 turns to hit whereas Wing Attack doesn't, which makes Wing Attack more effective overall. Return is Pidgeot's strongest STAB Attack in Gen II, so that's a must-have, and Steel Wing prevents Rock-types from walling you. One Agility, when you find a good opportunity to use it, should be able to push Pidgeot's Speed past that of most opponents.

Mew, as I'm sure everyone already knows, can learn every TM in the game. Here's a basic sweeping moveset:

Mew @ Leftovers

- Psychic
- Ice Beam
- Thunderbolt
- Flamethrower

All out, Special Sweeping Mew. Psychic for STAB, Ice Beam/Thunderbolt for coverage - only Magneton resists Psychic, Ice Beam and Thunderbolt out of all the Gen II Pokemon, and he conveniently happens to be weak to Flamethrower. Go nuts.

Finally, one for Tyranitar:

Tyranitar @ Quick Claw

- Earthquake
- Rock Slide
- Iron Tail/DynamicPunch/Return/Ice Beam
- Fire Blast/Thunderbolt

Quick Claw is great for a surprise, especially on a Pokemon as hard-hitting as T-Tar. Rock Slide for STAB, Earthquake because it hits like a truck, and the last two moves are up in the air - if you want something more mixed and unpredictable, use Ice Beam/Thunderbolt, but if you want to stay with mostly physical attacks then go for Iron Tail/DynamicPunch/Return on the third slot and stick Fire Blast on the fourth to catch out Skarmory and Forretress.
 
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