cim
happiness is such hard work
I'm in a team building lull, but this is what I've come up with for a team. I've tweaked it a lot and it probably could use a few more, but I could use some advice on exactly what to change. Enh.
Hippowdon (M) @ Choice Band
Ability: Sand Stream
EVs: 252 HP/80 Atk/176 Def (was 124 Atk/132 Def)
Impish nature (was Adamant)
- Earthquake
- Crunch
- Stone Edge
- Stealth Rock
---
Kind of a cross between an anti-lead, pinch counter utility, and SR lead. Crunch pwns Azelf with Sand Stream, Earthquake wrecks Tyranitar, and I SR on anything else. Can serve as a pinch check to DDmence or Lucario with liberal Wish support.
Tentacruel (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Knock Off
- Surf
- Toxic Spikes
- Sludge Bomb
---
Since Rapid Spin is pretty useless now I'm using Knock Off though honestly both suck pretty badly :/. Life Orb attackers I usually want to take recoil, CBers I bring Tenta in are on resisted moves that I don't want them to switch from... I dunno. I guess it might be useful for the Mence switch in or something. Toxic Spikes is pretty useful as it fucks up a lot of Empoleon's counters like Vaporeon (I hate Vaporeon). I miss having Dugrio as insurance for these guys, but oh well, TSpikes and Sand will do.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/164 Def/92 Spd
Bold nature (+Def, -Atk)
- Shadow Ball
- Will-o-wisp
- Overheat
- Discharge
---
Blocks anyone who still uses Rapid Spin. Overheat is occasionally useful on like 2nd-to-last Scizor or Lucario or something. Will-o-wisp is really awesome and a good number of things can be set up on by Emp with a Burn inflicted.
Flygon (M) @ Choice Band
Ability: Levitate
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- U-turn
- Fire Punch
---
Choice Band Flygon covers a slight Heatran / Zapdos weak (though HP Ice Zapdos does do fairly well against this team :/) and is generally really fun to play. Outrage still kills everything not resistant to it, and with all the residual buildup even stuff like Cress has slight chances to be 2HKOed, though who uses Cress now anyway.
(was Jirachi)
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Rash nature (+SAtk, -SDef)
- Flamethrower
- Earth Power
- Hidden Power [Ice]
- Explosion
Generic Scarf Heatran, doing his job of gluing the team together and stopping Lucario and other Heatran from sweeping everything to pieces. Also, an okay HP Ice Zapdos switch-in, something my team needed. Also good Mence bait, the SR wears him down.
Empoleon (M) @ Petaya Berry
Ability: Torrent
EVs: 12 HP/232 Spd/252 SAtk/12 SDef
Modest nature (+SAtk, -Atk)
- Agility
- Substitute
- Surf
- Grass Knot
---
You've seen it a million times before. With Sand Stream I might be able to pull off Grass Knot as Salamence isn't going to take a Surf well with both SR AND Sand factored in, but for now it's there. Without some kind of Vaporeon bait though it's a little harder for him to sweep.
Hippowdon (M) @ Choice Band
Ability: Sand Stream
EVs: 252 HP/80 Atk/176 Def (was 124 Atk/132 Def)
Impish nature (was Adamant)
- Earthquake
- Crunch
- Stone Edge
- Stealth Rock
---
Kind of a cross between an anti-lead, pinch counter utility, and SR lead. Crunch pwns Azelf with Sand Stream, Earthquake wrecks Tyranitar, and I SR on anything else. Can serve as a pinch check to DDmence or Lucario with liberal Wish support.
Tentacruel (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Knock Off
- Surf
- Toxic Spikes
- Sludge Bomb
---
Since Rapid Spin is pretty useless now I'm using Knock Off though honestly both suck pretty badly :/. Life Orb attackers I usually want to take recoil, CBers I bring Tenta in are on resisted moves that I don't want them to switch from... I dunno. I guess it might be useful for the Mence switch in or something. Toxic Spikes is pretty useful as it fucks up a lot of Empoleon's counters like Vaporeon (I hate Vaporeon). I miss having Dugrio as insurance for these guys, but oh well, TSpikes and Sand will do.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/164 Def/92 Spd
Bold nature (+Def, -Atk)
- Shadow Ball
- Will-o-wisp
- Overheat
- Discharge
---
Blocks anyone who still uses Rapid Spin. Overheat is occasionally useful on like 2nd-to-last Scizor or Lucario or something. Will-o-wisp is really awesome and a good number of things can be set up on by Emp with a Burn inflicted.
Flygon (M) @ Choice Band
Ability: Levitate
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- U-turn
- Fire Punch
---
Choice Band Flygon covers a slight Heatran / Zapdos weak (though HP Ice Zapdos does do fairly well against this team :/) and is generally really fun to play. Outrage still kills everything not resistant to it, and with all the residual buildup even stuff like Cress has slight chances to be 2HKOed, though who uses Cress now anyway.
(was Jirachi)
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Rash nature (+SAtk, -SDef)
- Flamethrower
- Earth Power
- Hidden Power [Ice]
- Explosion
Generic Scarf Heatran, doing his job of gluing the team together and stopping Lucario and other Heatran from sweeping everything to pieces. Also, an okay HP Ice Zapdos switch-in, something my team needed. Also good Mence bait, the SR wears him down.
Empoleon (M) @ Petaya Berry
Ability: Torrent
EVs: 12 HP/232 Spd/252 SAtk/12 SDef
Modest nature (+SAtk, -Atk)
- Agility
- Substitute
- Surf
- Grass Knot
---
You've seen it a million times before. With Sand Stream I might be able to pull off Grass Knot as Salamence isn't going to take a Surf well with both SR AND Sand factored in, but for now it's there. Without some kind of Vaporeon bait though it's a little harder for him to sweep.