It's at times like this I really regret that Chris at Pokemon Forever had that attack of not wanting to be associated with pkmn anymore, and took all his stuff down :-\. Had I realised he was going to do that, I would've taken a copy of all the useful pages.
Anyway. This isn't a finished team by any stretch of the imagination - many of the pkmn don't have complete movesets or items listed. Also, I'm setting this up for 1-on-1 battling - 2-on-2 would need different tactics, and I think it would be really difficult to have a single- or dual-type team that functioned effectively in 2-on-2 battling. But feel free to suggest improvements... Right now, there is far too much Earthquaking going on, and not enough Special attacks.
My notes here say: Not actually ludicrous!
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Can protect against the main vulnerabilities:
BUG - (Flying?), Rock attacks
FIRE - Water, Ground, Rock attacks
ICE - Fighting, Rock, (Steel?) attacks
POISON - Ground, Psychic attacks
FLYING - Ice, Rock attacks
The ones in brackets are move types that, although theoretically possible, don't seem to be learned by Grass types.
Breloom - GRASS/FIGHTING
Physical attacker.
Effect Spore ability - physical attacks have a 10% chance of inducing Paralysis, Sleep or Poison.
Weaknessess: 2x vulnerable to Fire, Ice, Poison; 4x vulnerable to Flying.
Strengths - 0.5x vulnerable to Water, Grass, Electric, Ground, Rock, Dark.
1. Spore - STATUS - puts foe to sleep with 100% accuracy
2. Focus Punch - FIGHTING, power 225 with STAB
3. Swords Dance / Bulk Up? - POWER UP
OR Earthquake - GROUND. To take advantage of that 0.5 x vulnerability to Electric.
4. Sludge Bomb - POISON, power 90
OR Facade - NORMAL, power 70 but doubles to 140 if pkmn is Burned, Paralysed or Poisoned.
I use Facade to wonderful extent on pkmn with
Guts ability, but I'm thinking it must be useful on others as well. Grass-types are particularly prone to Fire and Poison attacks, so especially likely to
get Burned or Poisoned...
Ludicolo @Leftovers - WATER/GRASS
Tank that can also do BIG damage if necessary.
Rain Dish ability - restores HP during rain.
Weaknessess: 2x vulnerable to Poison, Flying, Bug;
Strengths: 0.5x vulnerable to Ground, Steel.
1. Rain Dance - POWER UP - goes splendidly with either of Ludicolo's abilities.
2. Hydro Pump - WATER. ok, accuracy is only 80 - but power 120 x 1.5 STAB x 1.5 Rain = power 270. W00t.
3. Giga Drain - GRASS. Let's just sit here absorbing HP from the foe.
4. Something that'll help with tanking. Rest / Leech Seed / Protect / Double Team... I'm undecided.
OR Ice Beam - ICE attack, useful against Flying foes.
Venusaur - GRASS/POISON
Overgrow ability - Grass-type attacks multiply by 1.5 when HP are low. (
What do they mean by "low"?)
Weaknesses: 2 x vulnerable to Fire, Ice, Psychic
Strengths: 0.5x vulnerable to Water, Electric, Fighting; 0.25 x vulnerable to Grass
1. Skull Bash - NORMAL attack that raises Defence.
2. Frenzy Plant - power 150 x 1.5 STAB = 225. If x 1.5 Overgrow bonus = 337.5
3. Safeguard? (egg move)
4. Earthquake - GROUND. To take advantage of that 0.5 x vulnerability to Electric? / Toxic - POISON / Sludge Bomb
Cradily - ROCK/GRASS
Suction Cups ability - cannot be switched out by Roar or Whirlwind.
Weaknesses: 2 x vulnerable to Ice, Fighting, Bug, Steel.
Strengths: 0.5 x vulnerable to Electric.
Physical attacker. I'm not keen on the Stockpile /Spit Up/ Swallow combination, because they're all Normal-type moves, and thus have no STAB. Also, they occupy a total of 3 slots, leaving little space for other moves.
1. Ancientpower - ROCK. Power 60 --> 90 with STAB. Plus the 10% bonus of raising all stats! I LOVE this move!!
2. Mirror Coat (egg move). Returns double the Special Attack of the enemy. Assuming Cradily survives the hit, useful against Ice-type moves.
3. Earthquake - GROUND. Cradily can use EQ to great effect against Fire and Poison types, as well as Rock and Steel.
4. Confuse Ray - STATUS / Amnesia - Raises Sp. Def by 2 levels / Mimic / Substitute ...?
The great advantage of Cradily is that it's not particularly vulnerable to Fire, Flying or Poison - moves that ordinarily are 2x powerful against Grass types. Also, being able to use Rock moves makes it superpowerful against the Fire or Flying types that would usually take out the rest of the team. It can also attack Ice types effectively.
I'm seriously scrabbling about for the fourth move, though.
Exeggutor — GRASS/PSYCHIC
Scary tank-ish thing.
Chlorophyll ability. Quiet nature +Sp.Atk -Speed. (Yep, this is an actual pkmn I have already)
Weaknesses: 2 x vulnerable to Fire, Ice, Poison, Flying, Ghost, Dark; 4 x vulnerable to Bug (YIKES!)
Strengths: 0.5 x vulnerable to Water, Grass, Electric, Fighting, Psychic
1. Sleep Powder - STATUS - puts foe to sleep with 75% accuracy.
2. Leech Seed - GRASS. Ye olde tried & tested HP restorer.
3. Dream Eater - PSYCHIC. V. v. powerful.
4. Solarbeam / Giga Drain - GRASS
I *heart* this Pokemon, though he's risky as hell to play. Assuming he doesn't get KO'ed in the first move, Sleep Powder puts the enemy to sleep (works better than Hypnosis, and in fact, I have no idea what was up with Colosseum's random number generator, but in Colosseum it worked 19 times out of 20. Yes, I kept records.) Dream Eater restores HP, and 2 Dream Eaters knocks out anyone who's vaguely vulnerable to Psychic.
Now I'm trying to remember whether I did actually switch out Solarbeam for Giga Drain. I *think* what I did in my Colosseum team was to have one of the Fire attack users do a Sunny Day, which of course activates Exeggutor's Chlorophyll and doubles his speed, as well as meaning Solarbeam attacks immediately, without needing a turn to charge up. Having said that, the "charge up" round doesn't matter if the foe is asleep and will stay asleep. Could be an issue if Rain Dance is in play, tho - which is likely on the same team as Ludicolo.
The
other problem with Exeggutor is that he has the scariest list of vulnerabilities I've ever seen. But he's so fun to play, I almost don't mind.
Shiftry - GRASS/DARK
Chlorophyll / Early Bird (
can't decide which'd be more useful)
Weaknesses: 2x vulnerable to Fire, Fighting, Ice, Poison, Flying; 4x vulnerable to Bug
Strengths: 0.5x vulnerable to Water, Grass, Electric, Ghost, Dark; Immune to Psychic
1. Faint Attack - DARK. "True" 100% accuracy makes this invaluable.
2. Extrasensory - PSYCHIC. 10% chance of enemy Flinching.
3. Amnesia - POWER UP - raises Sp.Def 2 levels (egg move)
4. Shadow Ball - GHOST (probably not useful if it's going to be a Special Attacker) / Aerial Ace - FLYING (same physical attack problem - but true 100% accuracy) /
Extrasensory is useful against Poison types, however as Sceptile is 2x vulnerable to Poison moves, he's not the best Psychic-type user. This is the same with regard to Fighting. Bleh.
alternatively, and probably better:
Sceptile - GRASS.
Overgrow ability.
1. Leaf Blade - GRASS attack with high critical hit ratio.
2. False Swipe - NORMAL, which apparently leaves a pkmn with 1 HP without fail. (But does it
always leave the foe with exactly 1 HP, or is it
at least 1 HP?).
3. Dragon Claw - DRAGON. Powerful Dragon-type attack.
OR Iron Tail - STEEL.
4. Crunch - DARK (egg move). Also powerful.
Other movesets also possible - I have a bunch of Treeckos with Crunch, at least one of whom has half-decent IVs, but I haven't really done anything with them yet.
Other possible Grass-types to use:
Roselia - GRASS/POISON. Could be a useful Aromatherapist (heals all status conditions of team)? Can also use Cotton Spore (Speed of foe reduces by 2 stages), and has a reasonable collection of Grass & Poison attacks plus Shadow Ball (GHOST). Just can't think of the best ability (Natural Cure and Poison Point both possible, although Natural Cure is a bit pointless in combination with Aromatherapy) or moveset, and as a single-stage evolution
Vileplume - GRASS/POISON. Another possible Aromatherapist. Could use the Sunny Day / Synthesis / Solarbeam combination.
Meganium - GRASS. Hooray for Grass-type dinos! Pretty effective with Sunny Day / Synthesis / Solarbeam. Just not very flexible - it's Grass attacks or nothing. Can learn Ancientpower as an egg move.
Pokemon that aren't going anywhere near my team:
Parasect - BUG/GRASS. Its Aromatherapy move would be nice, but Bug/Grass is a waste as it doesn't learn any good Bug attacks, and becomes
4 x vulnerable to Fire and Flying.
Jumpluff - GRASS/FLYING. Fun combination, Cotton Spore potentially useful, but low stats in general for a level 3 evolution, and low Attack stat means its one Flying move, Aerial Ace, would be useless.
Tropius - GRASS/FLYING. Level 1 pkmn with no evolutions, so generally weak stats. Unless I was lucky and got one with amazing IVs... >
Victreebel - GRASS/POISON. Crappy Def and Sp.Def stats, and only Grass, Poison and Normal-type attacks. Just not very special.
Have I missed any Grass types?
Anyway, tell me what you think & how you'd improve this. I'll also post my dual-type Grass/Water team, which is definitely better
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