Skyman
Well, it's been a while hasn't it?
- Pronoun
- she
*Please note* This will be, until all of the dream world abilities are released pretty much, a PO-only team.
Alright I got bored one day, so I decided to put some effort into a competitive team, and here is the fruits of my effort:
Gigalith@Leftovers
Ability: Sturdy
EV's: 148HP, 180ATK, 180 DEF
Nature: Impish(+DEF,-SPA)
-Stealth Rock
-Stone Edge
-Earthquake
-Toxic/Iron Defense
With Sturdy's newly found usefulness, Gigalith became a very appealing lead to me. With tons of attack, defense, and the ability to set up guaranteed stealth rocks, it appeared very appealing to me. Even as just a suicide lead, it does its job good by setting up the stealth rocks that I need. It can also be an excellent person to force a Ninjask to switch earlier than it would like, and when it does switch, the pokemon switching in is usually killed via a combination of stealth rocks and stone edge/earthquake.
Stone edge is on there for the mandatory STAB move, earthquake for coverage, stealth rock for obvious reasons, and either toxic to cripple a pokemon before it dies, or iron defense in order to make him even harder to take down with physical moves.
Zapdos@Focus Sash
Ability: Lightningrod
EV's: 148 SPA, 108 SPD, 252 SPE
Nature: Timid(+SPE,-ATK)
Thunderbolt
Roost
Volt Switch
Hidden Power(Ice)
With Lightningrod via Dream World, Zapdos gets another use. With it, he can switch in with ease against any electric type who would even think to try and KO Suicune, and allow him to become even more powerful at the same time. The EV spread is so that he will be fast enough to outrun most opponents, deal some damage, and still be able to take a hit without fainting.
Thunderbolt is for the STAB, Roost is to heal, Volt Switch is to get the hell out of dodge should something nasty come up, and HP Ice is deal a lot of damage to other Zapdos', Gliscor, and any other ground type.
Suicune@Leftovers
Ability: Water Absorb
EV's: 148 DEF&SPD, 108SPA, 104SPE
Nature: Timid(+SPE,-ATK)/Calm
Rest
Scald
Reflect/Light Screen
Shadow Ball
Ah Suicune, a great tank made even better with Water Absorb. It takes the slot that would normally be inhabited by Vaporeon on this team, minus wish passing, and does it really well. Its EV Spread lets it take either type of hit with style, some special attack to do at least some damage to opponents, and enough speed combined with the nature to outrun at least something. In tandem with Zapdos, it makes a formidable opponent to face.
Rest is, of course, to stay alive longer. Scald is used to try and inflict a burn on physical sweepers while doing moderate STAB boosted damage. Reflect is the primary move in slot 3 to help with my team's defense weakness, although light screen can also be used effectively. Finally, Shadow ball rounds this out by being able to hit other pokemon with water absorb and doing quite a bit of damage against enemy psychic types not expecting it.
Volcarona@Life Orb
Ability: Flame Body
EV's: 140 SPA, 116 SPD, 252 SPE
Nature: Timid
Quiver Dance
Fiery Dance
Bug Buzz/Morning Sun
U-Turn/Substitute
This fire moth really can pack a punch with 341 SPA without a boosting nature and only 140 EV's invested. Its also fairly fast at 328 SPE with max EV's and a boosting nature. I typically use this guy when in need of a counter to any psychic type sent out against me or if I am able to set up at all with quiver dance.
Quiver Dance is an absolute given due to its amazing set up potential. Fiery Dance is used for a good STAB move that also has a high chance to boost my SPA even higher. Bug Buzz and U-Turn are usually used in the third and fourth slots, respectively, but sometimes I run Morning Sun+Substitute to be able to get a free turn occasionally to set up shop with Quiver Dance and to heal if I get lucky.
Espeon@Life Orb
Ability: Magic Bounce
EV's: 252 SPA, 4 SPD, 252 SPE
Nature: Timid
Psychic
Hidden Power(Fighting)
Calm Mind
Shadow Ball
Espeon with Magic Bounce has been a very useful pokemon to use in order to bounce back any and all potential status ailments my opponent sees fit to try and hit me with. Although that requires at least a little bit of prediction, when I get it right it can greatly annoy my opponent and sometimes even cripple one of the enemy pokes. It can also reflect those pesky stealth rocks back that would otherwise devastate my volcarona.
Psychic is of course for STAB. HP Fighting is used to take down slower Dark types with a super effective attack since many carry pursuit. Calm Mind is to boost up its power and make it able to actually take a hit. Finally, Shadow Ball is to take out other Psychics and ghosts that aren't dual-poison
Sceptile@Life Orb/Red Card
Ability: Overgrow/Unburden
EV's: 4HP, 252 ATK, 252 SPE
Nature: Lonely(+ATK, -DEF)
Leaf Blade
Brick Break
Earthquake
Leaf Storm/Rest
This guy rounds out my team by being another physical sweeper with a versatile moveset. The EV spread is just a regular physical sweeper spread, with the nature helping increase its power. I'll normally run Life Orb+Overgrow for more power, but Red Card to get rid of whoever decides to hit me+Unburden to make it faster than pretty much anything is another useful option.
Leaf Blade is to take advantage of STAB+being a physical move. Brick Break and Earthquake are both for coverage, with Leaf Storm being used to take advantage of Sceptile's high Special attack without sacrificing any of its overall attacking power. Rest is also another option should I want to use it to recover some HP, but it is usually a bad idea due to the fact that grass types have an extremely large amount of weaknesses.
I am very open to suggestions and alternatives so as to improve this team greatly, in particular a replacement to Sceptile since he is honestly my weakest link and doesn't serve too much purpose. Thank you for your time.
Alright I got bored one day, so I decided to put some effort into a competitive team, and here is the fruits of my effort:
Gigalith@Leftovers
Ability: Sturdy
EV's: 148HP, 180ATK, 180 DEF
Nature: Impish(+DEF,-SPA)
-Stealth Rock
-Stone Edge
-Earthquake
-Toxic/Iron Defense
With Sturdy's newly found usefulness, Gigalith became a very appealing lead to me. With tons of attack, defense, and the ability to set up guaranteed stealth rocks, it appeared very appealing to me. Even as just a suicide lead, it does its job good by setting up the stealth rocks that I need. It can also be an excellent person to force a Ninjask to switch earlier than it would like, and when it does switch, the pokemon switching in is usually killed via a combination of stealth rocks and stone edge/earthquake.
Stone edge is on there for the mandatory STAB move, earthquake for coverage, stealth rock for obvious reasons, and either toxic to cripple a pokemon before it dies, or iron defense in order to make him even harder to take down with physical moves.
Zapdos@Focus Sash
Ability: Lightningrod
EV's: 148 SPA, 108 SPD, 252 SPE
Nature: Timid(+SPE,-ATK)
Thunderbolt
Roost
Volt Switch
Hidden Power(Ice)
With Lightningrod via Dream World, Zapdos gets another use. With it, he can switch in with ease against any electric type who would even think to try and KO Suicune, and allow him to become even more powerful at the same time. The EV spread is so that he will be fast enough to outrun most opponents, deal some damage, and still be able to take a hit without fainting.
Thunderbolt is for the STAB, Roost is to heal, Volt Switch is to get the hell out of dodge should something nasty come up, and HP Ice is deal a lot of damage to other Zapdos', Gliscor, and any other ground type.
Suicune@Leftovers
Ability: Water Absorb
EV's: 148 DEF&SPD, 108SPA, 104SPE
Nature: Timid(+SPE,-ATK)/Calm
Rest
Scald
Reflect/Light Screen
Shadow Ball
Ah Suicune, a great tank made even better with Water Absorb. It takes the slot that would normally be inhabited by Vaporeon on this team, minus wish passing, and does it really well. Its EV Spread lets it take either type of hit with style, some special attack to do at least some damage to opponents, and enough speed combined with the nature to outrun at least something. In tandem with Zapdos, it makes a formidable opponent to face.
Rest is, of course, to stay alive longer. Scald is used to try and inflict a burn on physical sweepers while doing moderate STAB boosted damage. Reflect is the primary move in slot 3 to help with my team's defense weakness, although light screen can also be used effectively. Finally, Shadow ball rounds this out by being able to hit other pokemon with water absorb and doing quite a bit of damage against enemy psychic types not expecting it.
Volcarona@Life Orb
Ability: Flame Body
EV's: 140 SPA, 116 SPD, 252 SPE
Nature: Timid
Quiver Dance
Fiery Dance
Bug Buzz/Morning Sun
U-Turn/Substitute
This fire moth really can pack a punch with 341 SPA without a boosting nature and only 140 EV's invested. Its also fairly fast at 328 SPE with max EV's and a boosting nature. I typically use this guy when in need of a counter to any psychic type sent out against me or if I am able to set up at all with quiver dance.
Quiver Dance is an absolute given due to its amazing set up potential. Fiery Dance is used for a good STAB move that also has a high chance to boost my SPA even higher. Bug Buzz and U-Turn are usually used in the third and fourth slots, respectively, but sometimes I run Morning Sun+Substitute to be able to get a free turn occasionally to set up shop with Quiver Dance and to heal if I get lucky.
Espeon@Life Orb
Ability: Magic Bounce
EV's: 252 SPA, 4 SPD, 252 SPE
Nature: Timid
Psychic
Hidden Power(Fighting)
Calm Mind
Shadow Ball
Espeon with Magic Bounce has been a very useful pokemon to use in order to bounce back any and all potential status ailments my opponent sees fit to try and hit me with. Although that requires at least a little bit of prediction, when I get it right it can greatly annoy my opponent and sometimes even cripple one of the enemy pokes. It can also reflect those pesky stealth rocks back that would otherwise devastate my volcarona.
Psychic is of course for STAB. HP Fighting is used to take down slower Dark types with a super effective attack since many carry pursuit. Calm Mind is to boost up its power and make it able to actually take a hit. Finally, Shadow Ball is to take out other Psychics and ghosts that aren't dual-poison
Sceptile@Life Orb/Red Card
Ability: Overgrow/Unburden
EV's: 4HP, 252 ATK, 252 SPE
Nature: Lonely(+ATK, -DEF)
Leaf Blade
Brick Break
Earthquake
Leaf Storm/Rest
This guy rounds out my team by being another physical sweeper with a versatile moveset. The EV spread is just a regular physical sweeper spread, with the nature helping increase its power. I'll normally run Life Orb+Overgrow for more power, but Red Card to get rid of whoever decides to hit me+Unburden to make it faster than pretty much anything is another useful option.
Leaf Blade is to take advantage of STAB+being a physical move. Brick Break and Earthquake are both for coverage, with Leaf Storm being used to take advantage of Sceptile's high Special attack without sacrificing any of its overall attacking power. Rest is also another option should I want to use it to recover some HP, but it is usually a bad idea due to the fact that grass types have an extremely large amount of weaknesses.
I am very open to suggestions and alternatives so as to improve this team greatly, in particular a replacement to Sceptile since he is honestly my weakest link and doesn't serve too much purpose. Thank you for your time.