What is a good Battle Facility team for Generation 4?

6 minute read

Share your best competitive teams forGeneration 4’s battle facilitieson 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/PearlBattle Frontier - Pokemon Platinum/HeartGold/Soulsilver

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Make sure you show in your answerwhich facilitythis team is for battling in.

Include your recommended Pokemon in your answer, each withrecommended movesfor use in the Battle Facility.

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Battle Tower lel.

Infernape:Infernape @ Life OrbAbility: BlazeEVs: 252 Atk / 64 SpA / 192 SpeNaive 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 OrbAbility: BlazeEVs: 252 SpA / 4 SpD / 252 SpeTimid 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 OrbAbility: Flame BodyEVs: 252 SpA / 4 SpD / 252 SpeTimid 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 @ LeftoversAbility: Magnet PullEVs: 32 HP / 4 Def / 252 SpA / 220 SpeModest 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 OrbAbility: IntimidateEVs: 252 Atk / 4 Def / 252 SpeJolly 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 BerryAbility: Sand StreamEVs: 48 HP / 144 Atk / 52 SpA / 184 SpD / 80 SpeLonely 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 OrbAbility: LevitateEVs: 4 Def / 252 SpA / 252 SpeTimid 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 OrbAbility: Poison HealEVs: 4 HP / 252 Atk / 252 SpeJolly 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 :)

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 BandAbility: TorrentEVs: 252 Atk / 252 Spe / 4 HPAdamant 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 BerryAbility: Sand VeilEVs: 252 Atk / 252 Spe / 4 HPJolly 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 BandAbility: TruantEVs: 252 Atk / 252 HP / 4 SpeAdamant 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.