I haven't made a team in a good while now, and most that i have made in general have been mediocre at best, so i'd really appreciate any comments to be made, be they compliments or criticisms.
Gengar@Focus Sash
Levitate
Timid (+Speed/-Att)
EVs: 4 Hp/252 SpAtt/252 Speed
-Energy Ball
-HP [fire]
-Shadowball
-Taunt
I wanted an anti-lead who could take care of the majority of leads which were to be expected. I wanted him to be quick, so as to strike first as often as possible, so i chose a timid nature and 252 Speed EVs, which works well with taunt, used for the many leads who attempt to set up on the first turn. I then simply chose 252 SpAtt to hit harder and ensure a greater proportion of OHKOs. I also wanted a ghost type, so as to be immune to explosions which opposing suicide leads may have. To these ends i chose Gengar, as i felt he could do the job quite well. Unfortunately, i have been a little out of touch with the competitive battling scene for a while now due to exams and whatnot, so i;m unsure of the most common leads at the moment. However, Energy Ball is primarily for Swampert leads, whilst shadowball gets STAB and takes care of such leads as Azelf or Alakazam. I chose HP [fire] over thunderbolt for the surprise factor, as well as the fact that it takes care of a number of common leads. Focus Sash to ensure a hit against faster opponents and an extra turn elsewise.
Porygon Z@Choice Scarf
Download
Timid (+Speed/-Att)
EVs: 4 Hp/252 SpAtt/252 Speed
-Ice Beam
-Thunderbolt
-HP (Fighting)
-Tri Attack
I was thinking of who to choose as a good revenge killer, and for whatever reason was attracted to Porygon-Z, who is rather fast, and hits hard enough, although admittedly not as hard as i would like in some cases. With Choice Scarf and a modest nature, Porygon-Z reaches a respectable speed of 418, which is notable fast enough to outspeed Timid Scarftran, who i feel could cause problems if not taken care of quickly. Heatran is the main reason for HP [ground] for the 4x hit, although the coverage against other steels is welcome. I am considering fighting instead, however, for the stronger hit on Tyranatar. I decided to choose Fighting considering a slight TTar weakness, although changed the nature to Timid to outspeed +1 Dragonite and Timid Scarftran, who tied the modest version due to the loss of 1 Speed IV from HP [Fighting]. Bolt-beam is also chosen for coverage, although i was considering replacing Thunderbolt, as it doesn't really hit much extra that i need. Tri-attack is simply strong STAB for neutral hits on the majority of opposition. Download over adaptability due to less of a reliance on Tri Attack with this set, and allowing in many cases for a SpAtt boost, which is always welcome.
Scizor@Choice Band
Technician
Adamant (+Att/-SpAtt)
EVs: 252 Hp/252 Att/4 Def
-Bullet Punch
-U-Turn
-Superpower
-Pursuit
Scizor is being hyped up a lot lately, and I like him, although usually i would choose a much more defensive variant for baton passing. However, the choice band set hits hard, and this cn be considered my only real physical sweeper. The set is nothing special and should be fairly self explanatory: Bullet Punch for strong priority STAB, U-turn for scouting, particularly for Scizor counters, whilst scoring a respectable hit in most cases, Superpower for Heatran if need be, and pursuit for obvious switches, as well as some sort of hit on Rotom. Altogether I'm actually rather unsure of this, as most people are prepared for it and it doesn't really work all that well in general. Changed spread to hit harder and survive more hits, also, U-turn works more effectively, and i can hit opposing Scizor harder with Superpower should they do the same to me, as i move last after their Def drop.
Metagross@Leftovers
Clear Body
Impish (+Def/-SpAtt)
EVs: 204 Hp/216 Def/88 SpDef
-Meteor Mash
-Earthquake
-Thunderpunch
-Ice Punch
I wanted a sturdy tank, and with Metagross' resistances, stats and offensive capabilities, he was a perfect choice. The set, however, is less perfect. The HP EVs hit a lefties point, and the Defence EVs a jump point, with the rest thrown into Special Defence to improve survivability. The moveset is obvious, with Meteor Mash and Earthquake being staples of any decent metagross. The latter allows him to deal with steels very well, such as Lucario and Heatran (I really don't like Heatran), and, in general, the two together allow him to do what he wants to do well, with thunderpunch for Gyarados and Stealth Rock as filler, as i was somewhat hesitant to include Explosion, not seeing it as being overly necessary. Overall it does what it should, but i can't help feel that there's something vital missing. Ice Punch > Stealth Rock as a measure against +1 DDMence, who outspeeds Porygon-Z. Also for better coverage.
Ludicolo@Leftovers
Rain Dish
Calm (+SpDef/-Att)
EVs: 204 Hp/52 Def/76 SpAtt/176 SpDef
-Leech Seed
-Ice Beam
-Surf
-Protect
A Special Sponge, and quite a nice one, albeit rather annoying. Leech Seed, Leftovers and Protect work well, especially when stalling, and in particular with toxic support from Metagross. Ice Beam deals with dragons and Gliscor, and the 76 EVs in SpAtt, i'm told, ensure the OHKO on Salamence. I went with Surf over Grass Knot, after much hesitation, for the hit on Mixape, primarily, and the increased power. Also, Surf hits most of the heavy ground or rock types that grass knot would anyway, the only problem arises against bulky waters. The 204 HP EVs hits a lefties point and the 176 SpDef a jump point, with the rest into Defense. As with Metagross, I feel there's something missing here, and i;m not sure what.
Gyarados@Leftovers
Intimidate
Impish(+Def/-SpAtt)
EVs: 216 Hp/64 Att/184 Def/44Spd
-Dragon Dance
-Waterfall
-Earthquake
-Taunt
I intended this to act as a defensive pokemon and a mixape counter in many cases, however i found in carrying out a large part of the team's offensive work too thanks to Dragon Dance. However, I am genuinely considering Ice Fang over Waterfall because of the significantly better super effective coverage it garners (notably against Togekiss, who frequently switch in for some reason), albeit at the expense of a large amount of power. It also has the element of surprise, to a degree, and Earthquake covers the fire types that waterfall was supposed to anyway. For the time being, though, i shall simply go with Waterfall. I am set on earthquake over stone edge as it provides much better coverage in my opinion, whilst at the same time taking care of Mixape (if waterfall is not used) and various steel types. One major downside, however, is that without Waterfall or Stone Edge i have nothing to threaten Skarmory with, although I am not overly concerned about this.
Please don't simply look over this, I would really appreciate the help. Thanks in advance.
Gengar@Focus Sash
Levitate
Timid (+Speed/-Att)
EVs: 4 Hp/252 SpAtt/252 Speed
-Energy Ball
-HP [fire]
-Shadowball
-Taunt
I wanted an anti-lead who could take care of the majority of leads which were to be expected. I wanted him to be quick, so as to strike first as often as possible, so i chose a timid nature and 252 Speed EVs, which works well with taunt, used for the many leads who attempt to set up on the first turn. I then simply chose 252 SpAtt to hit harder and ensure a greater proportion of OHKOs. I also wanted a ghost type, so as to be immune to explosions which opposing suicide leads may have. To these ends i chose Gengar, as i felt he could do the job quite well. Unfortunately, i have been a little out of touch with the competitive battling scene for a while now due to exams and whatnot, so i;m unsure of the most common leads at the moment. However, Energy Ball is primarily for Swampert leads, whilst shadowball gets STAB and takes care of such leads as Azelf or Alakazam. I chose HP [fire] over thunderbolt for the surprise factor, as well as the fact that it takes care of a number of common leads. Focus Sash to ensure a hit against faster opponents and an extra turn elsewise.
Porygon Z@Choice Scarf
Download
Timid (+Speed/-Att)
EVs: 4 Hp/252 SpAtt/252 Speed
-Ice Beam
-Thunderbolt
-HP (Fighting)
-Tri Attack
I was thinking of who to choose as a good revenge killer, and for whatever reason was attracted to Porygon-Z, who is rather fast, and hits hard enough, although admittedly not as hard as i would like in some cases. With Choice Scarf and a modest nature, Porygon-Z reaches a respectable speed of 418, which is notable fast enough to outspeed Timid Scarftran, who i feel could cause problems if not taken care of quickly. Heatran is the main reason for HP [ground] for the 4x hit, although the coverage against other steels is welcome. I am considering fighting instead, however, for the stronger hit on Tyranatar. I decided to choose Fighting considering a slight TTar weakness, although changed the nature to Timid to outspeed +1 Dragonite and Timid Scarftran, who tied the modest version due to the loss of 1 Speed IV from HP [Fighting]. Bolt-beam is also chosen for coverage, although i was considering replacing Thunderbolt, as it doesn't really hit much extra that i need. Tri-attack is simply strong STAB for neutral hits on the majority of opposition. Download over adaptability due to less of a reliance on Tri Attack with this set, and allowing in many cases for a SpAtt boost, which is always welcome.
Scizor@Choice Band
Technician
Adamant (+Att/-SpAtt)
EVs: 252 Hp/252 Att/4 Def
-Bullet Punch
-U-Turn
-Superpower
-Pursuit
Scizor is being hyped up a lot lately, and I like him, although usually i would choose a much more defensive variant for baton passing. However, the choice band set hits hard, and this cn be considered my only real physical sweeper. The set is nothing special and should be fairly self explanatory: Bullet Punch for strong priority STAB, U-turn for scouting, particularly for Scizor counters, whilst scoring a respectable hit in most cases, Superpower for Heatran if need be, and pursuit for obvious switches, as well as some sort of hit on Rotom. Altogether I'm actually rather unsure of this, as most people are prepared for it and it doesn't really work all that well in general. Changed spread to hit harder and survive more hits, also, U-turn works more effectively, and i can hit opposing Scizor harder with Superpower should they do the same to me, as i move last after their Def drop.
Metagross@Leftovers
Clear Body
Impish (+Def/-SpAtt)
EVs: 204 Hp/216 Def/88 SpDef
-Meteor Mash
-Earthquake
-Thunderpunch
-Ice Punch
I wanted a sturdy tank, and with Metagross' resistances, stats and offensive capabilities, he was a perfect choice. The set, however, is less perfect. The HP EVs hit a lefties point, and the Defence EVs a jump point, with the rest thrown into Special Defence to improve survivability. The moveset is obvious, with Meteor Mash and Earthquake being staples of any decent metagross. The latter allows him to deal with steels very well, such as Lucario and Heatran (I really don't like Heatran), and, in general, the two together allow him to do what he wants to do well, with thunderpunch for Gyarados and Stealth Rock as filler, as i was somewhat hesitant to include Explosion, not seeing it as being overly necessary. Overall it does what it should, but i can't help feel that there's something vital missing. Ice Punch > Stealth Rock as a measure against +1 DDMence, who outspeeds Porygon-Z. Also for better coverage.
Ludicolo@Leftovers
Rain Dish
Calm (+SpDef/-Att)
EVs: 204 Hp/52 Def/76 SpAtt/176 SpDef
-Leech Seed
-Ice Beam
-Surf
-Protect
A Special Sponge, and quite a nice one, albeit rather annoying. Leech Seed, Leftovers and Protect work well, especially when stalling, and in particular with toxic support from Metagross. Ice Beam deals with dragons and Gliscor, and the 76 EVs in SpAtt, i'm told, ensure the OHKO on Salamence. I went with Surf over Grass Knot, after much hesitation, for the hit on Mixape, primarily, and the increased power. Also, Surf hits most of the heavy ground or rock types that grass knot would anyway, the only problem arises against bulky waters. The 204 HP EVs hits a lefties point and the 176 SpDef a jump point, with the rest into Defense. As with Metagross, I feel there's something missing here, and i;m not sure what.
Gyarados@Leftovers
Intimidate
Impish(+Def/-SpAtt)
EVs: 216 Hp/64 Att/184 Def/44Spd
-Dragon Dance
-Waterfall
-Earthquake
-Taunt
I intended this to act as a defensive pokemon and a mixape counter in many cases, however i found in carrying out a large part of the team's offensive work too thanks to Dragon Dance. However, I am genuinely considering Ice Fang over Waterfall because of the significantly better super effective coverage it garners (notably against Togekiss, who frequently switch in for some reason), albeit at the expense of a large amount of power. It also has the element of surprise, to a degree, and Earthquake covers the fire types that waterfall was supposed to anyway. For the time being, though, i shall simply go with Waterfall. I am set on earthquake over stone edge as it provides much better coverage in my opinion, whilst at the same time taking care of Mixape (if waterfall is not used) and various steel types. One major downside, however, is that without Waterfall or Stone Edge i have nothing to threaten Skarmory with, although I am not overly concerned about this.
Please don't simply look over this, I would really appreciate the help. Thanks in advance.