Thursday, December 23, 2010

Gliscor #472

Physical Wall & Support

Name: Gliscor
Item: Leftovers
Ability: Sand Veil / Hyper Cutter
- Earthquake
- Knock Off / Stealth Rock / Taunt
- Ice Fang / Stone Edge
- Roost
EVs: 252 HP / 252 Def
/ 4 Atk
Nature: Impish (+Def, -SAtk)

Ability:
Sand Veil if you have a team using Sandstorm, otherwise Hyper Cutter which helps you deal with Intimidate mainly from Gyarados and Salamence.

Moves:
Earthquake, best STAB and all around attack.
Ice Fang to cover Earthquake and for super-effective on Flying, Dragon and Grass.
Knock Off to mess up item dependent pokemon. Usually stallers with Leftovers, but Choice items is also good crippling sweepers.
Roost helps you walling and gets you Rock resistence and a bit more Ice resistence too, but care with Fighting and Ground.

Some other alternatives are Stone Edge for less coverage against Grass and Dragon, but better hits on neutrals and some Flying or Levitators (Gyarados for instance) since Ice Fang has low base power.
Stealth Rock if you don't have it on your team. It's useful to setup when opponent switches for a Gliscor counter.
Taunt is useful for stopping slower pokemons from using Stealth Rock and Spikes. It also stops stat boosts, healing and PHazers. 
U-Turn is also worth a meantion, it works really well to scout and change to an appropriate counter. It's possible to make a good team around it.
Maybe I'll add a build later since it needs to be tunned with Spd either to get Gliscor to take the hit and put a counter freely or pass threatening hits (like Ice Beam and Surf) to another pokemon like Blissey.


EVs & Nature:
It's really straight forward. Impish to max physical def. Max survivability via HP and DEF and the rest of EVs go to Atk.

* * *


Baton Passer
Name: Gliscor
Item: Leftovers
Ability: Sand Veil / Hyper Cutter
- Sword Dance / Rock Polish
- Baton Pass
- Earthquake
- Taunt / Roost
EVs:
252 HP / 204 Spd / 52 Def
Nature: Jolly (+Spd, -SAtk)

Moves:
Standard Baton Passer, can pass Atk or Spd.
Earthquake to have an attack move, and uses Sword Dance boost.
The 4th move falls around survivability or stay on battle. Taunt if you want to stat boost early and stop the PHazers still around, or Roost to heal HP.

EVs & Nature:
Goal here is to get at least 304 speed to pass Adamant Garchomp and other Dragons to successfully Baton Pass. Further Spd is irrelevant.

* * *
Physical Sweeper
Name: Gliscor
Item:
Leftovers / Life Orb
Ability: Hyper Cutter
- Swords Dance
- Earthquake
- Ice Fang / Stone Edge
- Roost
EVs: 252 HP / 204 Spd /
52 Atk
Nature: Jolly (+Spd, -SAtk)
Item:
It's possible to run a Choice Band or Scarf but with Life Orb you can use Swords Dance to higher damage than a Choice Bander and Roost off the damage taken. Not to meantion you don't need to switch off after Earthquake.

Moves:
As before, to get good coverage it all comes down to Ground+Ice or Ground+Rock.


EVs & Nature:
Same idea as with Baton Passer. Get at least 304 speed and outspeed those Dragons with 4x Ice or 2x Rock.

Shuckle

Balanced Setup Wall
Name: Shuckle
Item: Leftovers
Ability: Sturdy
- Encore
- Stealth Rock
- Rest
- Toxic
EVs: 252 HP /
228 SDef / 28 Def
Nature: Bold (+Def, -Atk) 

Moves:
Encore is used to switch to appropriate counter or mess up Subs and Statboosts. It an also force switch from opponent.
With Stealth Rock you can set up, and take benefit from Encored switches and saving it from another team pokemon.
Rest is pretty self-explanatory, your only means to survive and wall.
Toxic to outstall other pokemons. 

EVs & Nature:
With these values you can get max 553 Def & SDef.
This works the same way with Bold/Impish/Calm/Careful, if you get good IVs with another nature just change EV train accordingly. Primary IV focus on HP, Def and SDef.


* * *
Stall Boost
Name: Shuckle
Item: Leftovers / Chesto Berry
Ability: Sturdy
- Acupressure
- Rock Slide
- Rest
- Toxic
EVs: 252 HP /
252 Def / 4 SDef
Nature: Impish (+Def, -SAtk)

Item:
Chesto Berry can also work pretty well in this build, although it's worse on the long run, it helps on the early stages before Acupressure helps you to survive. 

Moves:
Basically Toxic non-immunes, and spam Acupressure, beware of PHazers though, this is best used mid/late game. It's preferable if you have some passive damage working as it will add up when your opponent starts switching.
Rock Slide is there to make use of Acupressure Attack boosts and kill Toxic immunes.
Rest to recover HP and keep working.
 

EVs & Nature:
Since this build usually can hold versus super-effective water stallers, I opted to swift EVs for Def (giving max 614 Def and 497 SDef) to hold versus Toxic immunes and their common physical super-effective STAB attacks (Rock, Steel).