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Share your best competitive teams for Generation 4’s battle facilities on this thread! Your team should be made to beat any of the battle facilities as efficiently as possible.

The Battle facilities in Generation 4 is/are:
Battle Tower - Pokemon Diamond/Pearl
Battle Frontier - Pokemon Platinum/HeartGold/Soulsilver

Before submitting your team, please read the following guidelines and make adjustments where they fit.

  • Make sure you show in your answer which facility this team is for battling in.

  • Include your recommended Pokemon in your answer, each with recommended moves for use in the Battle Facility.

  • Remember that players may be unable to access certain Pokemon, such as those restricted by version exclusivity or trade evolutions. If you'd like to suggest a Pokemon like this, please mention alternative/s.

  • Please post original teams. Do not post teams made by other people, such as Youtubers.

  • Provide explanation and detail. Justify your Pokemon and moveset choices; possible discussion points include ease-of-use, team synergy and coverage for key battles.

  • Submit your team as an answer, not a comment. To keep things tidy, we will remove any teams posted as comments in this thread. If you simply want to update your post, use the 'edit' button.

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2 Answers

1 vote

Battle Tower lel.

Infernape:
Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- Close Combat
- U-turn
- Stone Edge
- Overheat

One of the best mixed attackers in the game, using its power to smash through specially bluky and physically bulky pokeymans alike. Close combat is powerful stab, u-turn gets it out of an unfavorable matchup, stone edge covers those stupid flying types and overheat nails a cocky skarmory.

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Focus Blast
- Grass Knot

Nasty plot makes this thing go from scawy to the shining levels of horror. Fire blast is nuclear stab, focus miss is nuclear stab (if it hits) and grass knot covers stupid ground types.

Magmortar @ Life Orb
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Hidden Power Grass

This is another alt in case you didn't choose monke.

Water types are really annoying for infernape along with ground types, psychic types and flying types. My solution? Magnezone

Magnezone is an amazing pokeymans.

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 32 HP / 4 Def / 252 SpA / 220 Spe
Modest Nature
- Magnet Rise
- Thunderbolt
- Hidden Power Fire
- Thunder Wave

Resisting the psychic type moves and killing it because of their relative frailty, water types die, magnet rise stops annoying ground types and flying types get killed by thunderbolt. Hidden power fire kills dem steel types and ice types, and thunder wave makes things big slow. Now, we need physical attackers.

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast

Everything dies. Ice types are also not safe because of magnezone. Dragon dance go big fasht and big stronk setup, outrage nukes stuff, earthquake is powerful coverage and fire blast, even with a jolly, nukes ice types (if it stays in and you're sure you kill of course)

Tyranitar @ Passho Berry
Ability: Sand Stream
EVs: 48 HP / 144 Atk / 52 SpA / 184 SpD / 80 Spe
Lonely Nature
- Crunch
- Fire Blast
- Pursuit/Ice beam/Stealth Rocks (Rocks aren't the best, but they are an option to chip stuff coming in lel)
- Stone Edge

Our jack of all trades, he handles a lot of stuff easily. Crunch is consistent stab, fire blast is to make annoying grass types to die, pursuit is to yeet switching pokeymans and stone edge is good stab.

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast

Stupid fighting types die. Substitute is for this thing to stay alive, pain split is a fun new toy to destroy normal types or anything that gengar can't dent with averaging HPs, Shadow ball is powerful stab and focus miss is good coverage.

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Facade
- Seed Bomb
- Superpower

This is one of my favorite sets. Spore is for naptime, facade is toxic orb boosted, seed bomb is powerful stab and superpower is nuclear stab.

I hope this helps :)

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edited by
Have you really used this Tyranitar set? How many opponents tried to switch out?
I have in fact seen switches, they are quite common, however, if you don't believe in what I'm saying for whatever reason, I'll add an alternative.
That's weird. I have seen only 1 or 2 switches and never seen anyone (besides this answer) recommend using pursuit in gen 4 Battle Tower.
I honestly don't know what's wrong but switches are quite common. I played on a legit cartridge at a friends house, idk. But uhh, there's always another option.
1 vote

HG/SS Battle Hall

The Battle Hall only lets you use one Pokemon, which is clearly far too short for an answer. Thus, I'll post three sets that I've had success with.


Feraligatr @ Life Orb / Muscle Band / Focus Sash / Choice Band
Ability: Torrent
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Waterfall
- Earthquake
- Ice Fang
- Crunch

The EVs don't need to be that precise; I used the Feraligatr from my standard playthrough with random EVs and it destroyed everything. Life Orb is the best item, but it's a bit hard to get. The Muscle Band is a poor man's Life Orb, and it was my item of choice. Choice Band is better than both, but you need a ton of BP to get it. Focus Sash can help you clutch out a win, plus it ensures you don't die to the obnoxious Wobbuffet in the Psychic Ranks. Waterfall is STAB, and lets you target Fire, Ground, and Rock, plus hitting most other things for neutral damage. Earthquake nails the Electric and Steel categories, two you may struggle with otherwise. Ice Fang mainly targets Grass, but it's quite an asset against Dragon as well. Crunch is primarily for Shedinja so you aren't walled by Wonder Guard, but it's also quite helpful against Psychic types in general, especially those damn Wobbuffets.


Garchomp @ Focus Sash / Yache Berry
Ability: Sand Veil
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Outrage
- Fire Fang
- Earthquake
- Swords Dance

Garchomp is really good, you just need to be very mindful of Weavile and all the random Ice Shard users. Focus Sash, again, lets you live an attack like Wobbuffet's Counter or a high-powered Ice move. Yache Berry will let you survive an Ice move you might not otherwise, such as STAB from the dangerous Weavile. Outrage is ridiculously strong STAB, and it'll OHKO most non-Steel opponents. Fire Fang provides a line of defense against Ice types, plus the pesky Shedinja that you can't hit any other way. Earthquake is far and away the best Ground STAB Garchomp can have, and it invalidates the Steel types that Outrage can't handle. Swords Dance's boost will murder everything if you get one up, and you should use it as often as possible if you've got free setup turns to spare.


Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 252 HP / 4 Spe
Adamant Nature
- Giga Impact
- Fire Punch / Night Slash
- Earthquake / Ice Punch
- Thunder Punch / Ice Punch

Truant usually cripples Slaking, but most battles only last a turn in the Battle Hall, so it's much better here. Giga Impact is the obvious best STAB, as it's capable of OHKOing even resists with a Choice Band. Fire Punch is mainly for Shedinja, but it is quite helpful against other random opponents. Night Slash is a better choice than Fire Punch due to it hitting more Ghost types super effectively, but it is an Egg Move. Earthquake is used so you can take out Infernape and Electric powerhouses. Both Thunder and Ice Punch screw over the Flying category, but Ice Punch helps you out against Dragons, while Thunder Punch is the better choice for eliminating Water types.


There's quite a few more viable Pokemon for the Battle Hall, but I've tried all three of these recently, and they've all worked quite well. There's a noticeable lack of special attackers, but you should be fine.

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edited by
Why does Feraligatr not hold a choice band? Why does Slaking have fire punch just for Shedinja when it can cover more ghost Pokemon with night slash? Why should physical attackers worry about Blissey?
Edited. I didn't put a CB on Feraligatr because you need a lot of BP to get it, but I realize that's pretty invalid when I recommend it for Slaking. My Slaking didn't have Night Slash due to it being an Egg Move, but I added the option. The Blissey comment was an accident, I'm not really sure what I was thinking when I typed that :P