Tom's Teams: Johto E4 Reimagined - Bruno

Sep 29, 2008 21:16

Alrighty then, TT is back on its regular scheduled Monday posting, and continuing with the ongoing theme of revamping Johto's Elite 4, it's time to makeover the musclebound Fighting trainer who's remembered equally for his favoring of the Hitmon family and his bitterness after you wipe the floor with him. Yes, I'm talking about the first of the two holdovers from Gen I's E4, Bruno:



Koga trains Fighting types for the most part, although he also likes to have an Onix or two hanging around his gym, preferably to prevent a total Alakazam sweep I suppose, although even in Gen II, he keeps an Onix around when even a freaking Gym Leader lower than he was on the scale has a Steelix. I mean seriously, Steelix would help with BOTH of Fighting's weaknesses. But anyway, here's his original Gen II team:

Hitmontop, Hitmonlee, Hitmonchan, Onix, Machamp

The really galling thing on this roster is the NFE with the low SpDef. Other than that, a solid lineup of Fighting-types with broad movepools, thanks to the Pt Move Tutors. So, without further ado...

Hitmontop @ Expert Belt


Adamant Nature, 252 EVs in HP, 184 in Atk, 72 in Def
Ability: Intimidate
- Close Combat
- Stone Edge
- Sucker Punch
- Toxic

While Technician provides a good boost in attacks like Pursuit, it's not as good for a lead as Intimidate is, and Bruno wants to keep 'Top as his first critter out. While 'Top is one of the better Spinners in any tier, every member of Bruno's team is resistant to Stealth Rock, making it not really much of an issue. This opens 'Top up for attacking. CC is the obvious STAB move, while Stone Edge kills the Flying-types that could pose a threat. Sucker Punch helps its subpar Spd, especially against Psychics who think they can come in and score a quick KO. Toxic is to break down walls that can be brought down easily via direct attacking, and the build is bulky to withstand a hit or two.

Steelix @ Leftovers


Careful Nature, 252 EVs in HP, 156 in Atk, 100 in SpDef
- Stone Edge
- Crunch
- Earthquake
- Explosion

Y'know, you'd have thought that Bruno would have upgraded sooner than in Gen III AFTER you've already beaten him for a third straight generation, but better late than never, I suppose. Still, Steelix provides the Psychic-resist that he'd been lacking for a long, long time. Its Atk is high enough to take out some of the more fragile offensive threats that can sweep a Fighting mono-team, and it gets some good coverage with attacks too. When its HP is low, Bruno will command Steelix to explode and take out whatever's there.

Hitmonchan @ Life Orb


Jolly Nature, 252 EVs in Atk and Spd, 4 in HP
Ability: Iron Fist
- Sky Uppercut
- Ice Punch
- Bullet Punch
- Agility

The second of Bruno's Hitmons, the Chan variety likes to punch, and its GOOD ability helps that along 20%. I know Close Combat is the better move, but I bet Bruno likes for his Pokémon to retain their flavor, so Sky Uppercut it is. Ice Punch hits the pesky Flying-types, and Bullet Punch is the priority move that may not have STAB, but won't whiff if Bruno's challenger switches in a Gengar. Bruno has built 'Chan for speed, but the poor guy doesn't have enough by itself, so look for the Puncher to use Agility whenever it can.

Hitmonlee @ Wide Lens


Jolly Nature, 252 EVs in Atk and Spd, 4 in HP
- Hi Jump Kick
- Stone Edge
- Blaze Kick
- Bulk Up

Another very flavorful set, the Lee variety's feet work overtime here. Wide Lens gives HJK 99% accuracy, so it'll rarely miss and damage the Kicker. It also boosts Stone Edge and Blaze Kick in the accuracy department. Blaze Kick gets some redundant SE damage, but it's the best way for Bruno to get rid of such tanky threats as Forretress. Since 'Lee has the speed, the defenses get a boost through Bulk Up whenever a switch gets forced.

Gallade @ Coba Berry


Jolly Nature, 252 EVs in Atk and Spd, 4 in HP
- Close Combat
- Night Slash
- Psycho Cut
- Swords Dance

Ah yes, another guard against the pesky Psychic-type. Like Steelix, Bruno can switch Gallade safely into Alakazam or Deoxys-S or the like. Unlike Steelix, Gallade's still eating it if someone pulls an Air Slash or Aerial Ace out of their asses. However, the Coba Berry softens that blow once. Such is life. Close Combat and Psycho Cut provide double STAB, while Night Slash gets rid of the aforementioned Psychics. Swords Dance when Bruno can force a switch for extra power.

Machamp @ Leftovers


Adamant Nature, 252 EVs in HP, 160 in Atk, 96 in SpDef
Ability: No Guard
- Substitute
- Focus Punch
- Stone Edge
- Thunderpunch

Bruno's centerpiece is the King of the Fighters... well, he was until a certain metal jackal-thing came along. Let's just call him King of the Physical Fighters, or Bulky Fighters. Machamp has served Bruno well over the years, and with this Generation, he's gained some pretty toys, the prettiest of which is the ability No Guard, which makes moves not miss. That helps out greatly with Stone Edge, 'Champ's best weapon against all its threats. For Fighting STAB, No Guard Machamp has a ton of options. Why would Bruno then opt for SubPunch? Because Machamp's bulky, slow and powerful enough to pull it off. Why mess around with lower powered moves with lower PP when with minimal setup, he can have a Sub and the most powerful non-fainting attack in the game? Thunderpunch rounds out the set to help with bulky Waters, Flying-types that resist SE and of course, Gyarados. Because everyone in Kanto and Johto made good use of that Magikarp the salesman at Mt. Moon sold them :p

As always, all criticisms, questions, thoughts, comments and trade offers are not only welcome, but encouraged.

johto, elite four, generation 2

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