Character: Riku | islandshore Badge/Gym Leader: Elite Four Elite/Regular: Elite Four Team: Small edit! I just realized that the levels were way outdated because I've neglected my roster a bit. All mons should be level 100 by now and I'll double check their comments in the roster post. Flare (Charizardite-X), Crush (Life Orb), Drench (Soft Sand), Gear (Leftovers), Knight (Expert Belt), Axis (Leftovers) Battle Details: Riku will be packing some hyper potions and revives for the occasion, as well as at least some status healing items.
Will:
Riku will begin by laying down Spikes and Stealth Rock with Gear. Once he's laid down his traps, he'll then switch Pokemon depending on Will's active party member. If Bronzong, he'll switch to Flare and have him transform into Mega Charizard X. Riku's priority will be utilizing type advantage along with Sunny Day if Bronzong is present. If Will utilizes Slowbro, Flare does know both Solarbeam and Thunder Punch for the type advantage, and the latter packs a solid Tough Claws boost. With Sunny Day, he can also boost the power of his fire type moves, and if the traps are successfully setup, he may utilize Roar to let the traps chip away.
If Xatu attempts to defog the traps away, Flare, Gear, Drench, Crush, and Axis all know Rock Slide to score a super effective hit.
If need be, Flare can utilize Shadow Claw to deal with Gardevoir, though Riku will prioritize Axis the Metagross for Gardevoir and for a little added muscle and type advantage.
His next resort would be Crush the Hydreigon, but his priority would be taking out Gardevoir before he lets his dragon run amok. After that, Crush's type advantage should help keep the momentum going if the other party members fail. He also knows Roost to heal from Life Orb damage.
Knight would remain on standby, since he lacks a type advantage, but may pop in for Wish support. Drench also lacks a clear type advantage, but the raw power with neutral hits would help if all else fails.
Koga:
Koga's poison types present an interesting challenge in the form of statuses. Luckily, Riku's packed two steel types. While Skuntank's Flamethrowers and Explosions present a frustrating challenge for Riku's steel types, he will lead with Gear again for the sake of poison immunity and bulk and lay out his Stealth Rocks and Spikes. If a defogger comes out to play, so too will the Rock Slides. He'll do everything in his power to preserve the traps and keep Gear alive due to his important status as a wall.
Axis will be the secondary focus of this fight, thanks to the poison immunity and Psychic typing. Riku's focus with Axis will be STAB hits, which should be especially useful against Toxicroak.
Though Riku's steel types will be leading the charge, the majority of his team knows Earthquake, and while Knight's fairy typing leaves him weak to poison, he also packs STAB Psychic moves to exploit those weaknesses.
Bruno:
Hitmontop is an obstacle to Riku's trap strategy, so the sooner he can take it out, the better. Thus, Riku's initial priority will be using Flare as a Mega Charizard X to apply a sick burn to those fighters with Will-o-Wisp (except Hariyama and Machamp- he doesn't wanna risk Guts).
If Hitmontop carries Intimidate, he can still utilize Special Attacks like Air Slash or, if the need arises, use Swords Dance. Ultimately, Riku will try to keep Flare up and kicking for most of the fight so that he can spread burns as much as possible. Flare also knows Roost to heal, which should give him some nice longevity.
Once Hitmontop's wiped out, Riku will resume his trapping strategy and lay down some Spikes and Stealth Rock with Gear. Gear will likely use Fly to make the battle extra irritating. Ultimately, though, his primary purpose will be the traps.
Axis will be the next big hitter with his Psychic typing. Riku will have him use Magnet Rise to avoid unwanted Earthquakes, and then go to town with his STAB Psychic moves. The exception for this being Lucario, who he'll have his team either slam with Earthquake or, if Flare's still kicking, use his fire moves instead.
Crush is weak to fighting type moves, so Riku will only use him as a last resort, likely for Lucario, due to Flamethrower. Drench is once again there for extra muscle and STAB earthquakes.
Knight will remain on standby due to his frail defenses, but will be there for Psychic and Fairy type moves to land those supereffective hits.
Karen: Riku will again lead with Gear for stealth Rock and Spikes. If Honchkrow comes out to play, Gear will utilize Rock Slide, which when combined with the Stealth Rocks should make for an unenjoyable experience. Once the hazards are in place, and if Honchkrow is removed to prevent unwanted Defog, Riku will utilize Flare to spread burns. This will be especially crucial against Umbreon because Flare's typing renders him immune to burns and thus makes Synchronize useless.
Knight will take action against Spiritomb, utilizing Fairy Type moves for supereffective damage. Riku will try to save Knight for Umbreon, too, but if all else fails, Riku will let Crush pick up the scraps with Life Orb boosted Superpower and U-Turn.
The rest of the team is there for standby. Drench and Axis both know supereffective fighting moves to deal with Dark types if all else fails. This will probably be one of the more frustrating matches due to the tendency for Dark types to utilize statuses like confusion. It could very well turn into a battle of attrition and stall.
Lance:
Stealth rock, stealth rock, gotta love that stealth rock! That'll be Riku's initial starting plan. With so many flying types on Lance's team, this should deal some gnarly damage on the switch.
With rocks set, Riku will move on to the next big step in the fight. Namely, spreading burns. Flare turning to Mega Charizard-X risks supereffective dragon moves, but with Will-O-Wisp and Thunder Punch to take care of Gyarados, he should at least be a relatively clutch player in the fight. Riku's priority with Flare will be primarily to keep the burns going and provide super effective hits where needed. He may also use Roar to force Lance's party to take extra chip damage from those rocks.
Axis and Drench both know ice type moves, thus their priority will be hitting those 4x moves on Dragonite, Altaria, Garchomp, and Salamence. With Protect, Axis may also take advantage of Leftovers healing in a pinch. Axis also has ThunderPunch to deal with Gyarados if Flare fails.
Knight and Crush will be there if all else fails. Knight's Fairy typing gives him an edge against Dragon type STAB and he can dish back powerful Moonblasts and Will-o-Wisps for burns. Crush, while weak to dragon STAB, is a powerful Dragon in his own right, with Life Orb to boot, and that combined with the rocks should at least give Riku a chance.
Overall, Lance will be a rough battle, though, due to the sheer power and versatility of Dragon types. Riku knows this well, and he'll be taking whatever precautions he can to counteract those powerful critters.
oh god, I am so sorry for this tl;dr post, you guys D:
Badge/Gym Leader: Elite Four
Elite/Regular: Elite Four
Team: Small edit! I just realized that the levels were way outdated because I've neglected my roster a bit. All mons should be level 100 by now and I'll double check their comments in the roster post. Flare (Charizardite-X), Crush (Life Orb), Drench (Soft Sand), Gear (Leftovers), Knight (Expert Belt), Axis (Leftovers)
Battle Details: Riku will be packing some hyper potions and revives for the occasion, as well as at least some status healing items.
Will:
Riku will begin by laying down Spikes and Stealth Rock with Gear. Once he's laid down his traps, he'll then switch Pokemon depending on Will's active party member. If Bronzong, he'll switch to Flare and have him transform into Mega Charizard X. Riku's priority will be utilizing type advantage along with Sunny Day if Bronzong is present. If Will utilizes Slowbro, Flare does know both Solarbeam and Thunder Punch for the type advantage, and the latter packs a solid Tough Claws boost. With Sunny Day, he can also boost the power of his fire type moves, and if the traps are successfully setup, he may utilize Roar to let the traps chip away.
If Xatu attempts to defog the traps away, Flare, Gear, Drench, Crush, and Axis all know Rock Slide to score a super effective hit.
If need be, Flare can utilize Shadow Claw to deal with Gardevoir, though Riku will prioritize Axis the Metagross for Gardevoir and for a little added muscle and type advantage.
His next resort would be Crush the Hydreigon, but his priority would be taking out Gardevoir before he lets his dragon run amok. After that, Crush's type advantage should help keep the momentum going if the other party members fail. He also knows Roost to heal from Life Orb damage.
Knight would remain on standby, since he lacks a type advantage, but may pop in for Wish support. Drench also lacks a clear type advantage, but the raw power with neutral hits would help if all else fails.
Koga:
Koga's poison types present an interesting challenge in the form of statuses. Luckily, Riku's packed two steel types. While Skuntank's Flamethrowers and Explosions present a frustrating challenge for Riku's steel types, he will lead with Gear again for the sake of poison immunity and bulk and lay out his Stealth Rocks and Spikes. If a defogger comes out to play, so too will the Rock Slides. He'll do everything in his power to preserve the traps and keep Gear alive due to his important status as a wall.
Axis will be the secondary focus of this fight, thanks to the poison immunity and Psychic typing. Riku's focus with Axis will be STAB hits, which should be especially useful against Toxicroak.
Though Riku's steel types will be leading the charge, the majority of his team knows Earthquake, and while Knight's fairy typing leaves him weak to poison, he also packs STAB Psychic moves to exploit those weaknesses.
Bruno:
Hitmontop is an obstacle to Riku's trap strategy, so the sooner he can take it out, the better. Thus, Riku's initial priority will be using Flare as a Mega Charizard X to apply a sick burn to those fighters with Will-o-Wisp (except Hariyama and Machamp- he doesn't wanna risk Guts).
If Hitmontop carries Intimidate, he can still utilize Special Attacks like Air Slash or, if the need arises, use Swords Dance. Ultimately, Riku will try to keep Flare up and kicking for most of the fight so that he can spread burns as much as possible. Flare also knows Roost to heal, which should give him some nice longevity.
Once Hitmontop's wiped out, Riku will resume his trapping strategy and lay down some Spikes and Stealth Rock with Gear. Gear will likely use Fly to make the battle extra irritating. Ultimately, though, his primary purpose will be the traps.
Axis will be the next big hitter with his Psychic typing. Riku will have him use Magnet Rise to avoid unwanted Earthquakes, and then go to town with his STAB Psychic moves. The exception for this being Lucario, who he'll have his team either slam with Earthquake or, if Flare's still kicking, use his fire moves instead.
Crush is weak to fighting type moves, so Riku will only use him as a last resort, likely for Lucario, due to Flamethrower. Drench is once again there for extra muscle and STAB earthquakes.
Knight will remain on standby due to his frail defenses, but will be there for Psychic and Fairy type moves to land those supereffective hits.
Karen: Riku will again lead with Gear for stealth Rock and Spikes. If Honchkrow comes out to play, Gear will utilize Rock Slide, which when combined with the Stealth Rocks should make for an unenjoyable experience. Once the hazards are in place, and if Honchkrow is removed to prevent unwanted Defog, Riku will utilize Flare to spread burns. This will be especially crucial against Umbreon because Flare's typing renders him immune to burns and thus makes Synchronize useless.
Knight will take action against Spiritomb, utilizing Fairy Type moves for supereffective damage. Riku will try to save Knight for Umbreon, too, but if all else fails, Riku will let Crush pick up the scraps with Life Orb boosted Superpower and U-Turn.
The rest of the team is there for standby. Drench and Axis both know supereffective fighting moves to deal with Dark types if all else fails. This will probably be one of the more frustrating matches due to the tendency for Dark types to utilize statuses like confusion. It could very well turn into a battle of attrition and stall.
Lance:
Stealth rock, stealth rock, gotta love that stealth rock! That'll be Riku's initial starting plan. With so many flying types on Lance's team, this should deal some gnarly damage on the switch.
With rocks set, Riku will move on to the next big step in the fight. Namely, spreading burns. Flare turning to Mega Charizard-X risks supereffective dragon moves, but with Will-O-Wisp and Thunder Punch to take care of Gyarados, he should at least be a relatively clutch player in the fight. Riku's priority with Flare will be primarily to keep the burns going and provide super effective hits where needed. He may also use Roar to force Lance's party to take extra chip damage from those rocks.
Axis and Drench both know ice type moves, thus their priority will be hitting those 4x moves on Dragonite, Altaria, Garchomp, and Salamence. With Protect, Axis may also take advantage of Leftovers healing in a pinch. Axis also has ThunderPunch to deal with Gyarados if Flare fails.
Knight and Crush will be there if all else fails. Knight's Fairy typing gives him an edge against Dragon type STAB and he can dish back powerful Moonblasts and Will-o-Wisps for burns. Crush, while weak to dragon STAB, is a powerful Dragon in his own right, with Life Orb to boot, and that combined with the rocks should at least give Riku a chance.
Overall, Lance will be a rough battle, though, due to the sheer power and versatility of Dragon types. Riku knows this well, and he'll be taking whatever precautions he can to counteract those powerful critters.