I'm quite new to competitive battling but have done a fair bit with this team and seem to be doing fairly well. It is the first I have made so suggestions are welcome.
At a glance:
I wanted a team that didn't have any clear type-weaknesses, so I didn't want 3 or more with any weakness. The team actually only has 1 type where 2 are weak to it - electric. I also wanted at least one member of the team to be resistant to every type, which is the case.
I started with wanting Blissey and Forretress as a defensive duo, with Blissey offering Wish support and Toxic, and Forretress offering entry hazards and Explosion. Rotom-H was also decided on early since it is great with a Choice Scarf - the type coverage is good and being a ghost makes it a good spin blocker. I also find that it pairs well with Blissey since I can Protect, then switch to Rotom if I see a fighting move.
I've experimented with some existing RMT teams and was very fond of bulky Suicune - it's great to take hits and force switches early on but also seems to sweep well late-game. I decided to get an equivalent to Suicune but specialising in Attack rather than Special Attack, and having Bulk-Up as opposed to Calm Mind. Both would be rest-talkers.
Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Stone Edge
- Ice Fang
I haven't had much success with many leads but Aerodactyl does a decent job. I originally used Azelf but found that I prefer to be able to come back to my lead later in the game. Stealth Rock is obvious, Taunt is great because of its speed, Stone Edge is good STAB and Ice Fang is surprising but works - I had no other place on the team for an ice move but needed one, and found that this works well. I often switch out of Aerodactyl with it on 1%, and end up letting it revenge kill something that Ice can hit 4x on. EVs are obvious - max speed, and not on Def, SDef or HP because of Focus Sash. Therefore, max on Attack and the other 4 put into HP - may as well.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Overheat
Trick stops pesky things where I would otherwise have to do a lot of prediction to win. Thunderbolt and Shadow Ball are stab and have brilliant coverage, and Overheat since I otherwise wouldn't have a fire move. Obvious EVs again - max speed and special attack with the rest in HP.
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Sleep Talk
- Rest
- Dynamicpunch
- Bulk Up
Considering using Heracross here. It also doesn't help that Machamp's sweep can be broken by a ghost. Having said that, using SleepTalking up Attack and Defence with max SDef EVs can be deadly when you consider that Dynamicpunch confuses everything 100% of the time. This isn't quite as successful as Suicune because often, Machamp will be 3-hit before it can Rest again. It just depends if you got a bulk-up during the sleep. The SDef EVs are to cover both defences, since Bulk-Up raises SDef. HP adds to the bulk and the rest goes into Speed.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Surf
- Sleep Talk
- Calm Mind
- Rest
Same as Machamp but better. Good defences mean that late-game, Suicune can Rest and cause damage and raise its own stats and just repeat, making it a solid sweeper. However, it's also great for switching in on moves that it resists since it'll be able to Rest later.
Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Protect
- Rapid Spin
- Spikes
- Explosion
I switch in to him on physical attackers, scout out a move with Protect then either start setting up Spikes or switch. He normally lasts until very late-game when I can explode on something pesky. Rapid Spin is very handy. If they sub in a Ghost, I just Protect then weigh up the options from there - Blissey blocks Shadow Ball and then Rotom-H can come in on their switch/Focus Blast and Shadow Ball (it helps that my Rotom-H it called 'SPECS'). Forretress appreciates Wish support from Blissey if more layers of Spikes are needed and can certainly take the hit when it switches in. Explosion is there for late-game when something pesky is around and spikes are already set up.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/4 Spd/252 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Toxic
Wish works well with Rotom-H because I can Wish while they switch (expecting them to bring in something with a Fighting move or Earthquake), then switch to Rotom-H, who resists both moves. Protect teams with Wish to heal Blissey, which works with Toxic to stall thing sout. Seismic Toss is a nice move for things that resist Toxic.
At a glance:
I wanted a team that didn't have any clear type-weaknesses, so I didn't want 3 or more with any weakness. The team actually only has 1 type where 2 are weak to it - electric. I also wanted at least one member of the team to be resistant to every type, which is the case.
I started with wanting Blissey and Forretress as a defensive duo, with Blissey offering Wish support and Toxic, and Forretress offering entry hazards and Explosion. Rotom-H was also decided on early since it is great with a Choice Scarf - the type coverage is good and being a ghost makes it a good spin blocker. I also find that it pairs well with Blissey since I can Protect, then switch to Rotom if I see a fighting move.
I've experimented with some existing RMT teams and was very fond of bulky Suicune - it's great to take hits and force switches early on but also seems to sweep well late-game. I decided to get an equivalent to Suicune but specialising in Attack rather than Special Attack, and having Bulk-Up as opposed to Calm Mind. Both would be rest-talkers.
Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Stone Edge
- Ice Fang
I haven't had much success with many leads but Aerodactyl does a decent job. I originally used Azelf but found that I prefer to be able to come back to my lead later in the game. Stealth Rock is obvious, Taunt is great because of its speed, Stone Edge is good STAB and Ice Fang is surprising but works - I had no other place on the team for an ice move but needed one, and found that this works well. I often switch out of Aerodactyl with it on 1%, and end up letting it revenge kill something that Ice can hit 4x on. EVs are obvious - max speed, and not on Def, SDef or HP because of Focus Sash. Therefore, max on Attack and the other 4 put into HP - may as well.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Overheat
Trick stops pesky things where I would otherwise have to do a lot of prediction to win. Thunderbolt and Shadow Ball are stab and have brilliant coverage, and Overheat since I otherwise wouldn't have a fire move. Obvious EVs again - max speed and special attack with the rest in HP.
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Sleep Talk
- Rest
- Dynamicpunch
- Bulk Up
Considering using Heracross here. It also doesn't help that Machamp's sweep can be broken by a ghost. Having said that, using SleepTalking up Attack and Defence with max SDef EVs can be deadly when you consider that Dynamicpunch confuses everything 100% of the time. This isn't quite as successful as Suicune because often, Machamp will be 3-hit before it can Rest again. It just depends if you got a bulk-up during the sleep. The SDef EVs are to cover both defences, since Bulk-Up raises SDef. HP adds to the bulk and the rest goes into Speed.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Surf
- Sleep Talk
- Calm Mind
- Rest
Same as Machamp but better. Good defences mean that late-game, Suicune can Rest and cause damage and raise its own stats and just repeat, making it a solid sweeper. However, it's also great for switching in on moves that it resists since it'll be able to Rest later.
Forretress (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Protect
- Rapid Spin
- Spikes
- Explosion
I switch in to him on physical attackers, scout out a move with Protect then either start setting up Spikes or switch. He normally lasts until very late-game when I can explode on something pesky. Rapid Spin is very handy. If they sub in a Ghost, I just Protect then weigh up the options from there - Blissey blocks Shadow Ball and then Rotom-H can come in on their switch/Focus Blast and Shadow Ball (it helps that my Rotom-H it called 'SPECS'). Forretress appreciates Wish support from Blissey if more layers of Spikes are needed and can certainly take the hit when it switches in. Explosion is there for late-game when something pesky is around and spikes are already set up.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/4 Spd/252 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Toxic
Wish works well with Rotom-H because I can Wish while they switch (expecting them to bring in something with a Fighting move or Earthquake), then switch to Rotom-H, who resists both moves. Protect teams with Wish to heal Blissey, which works with Toxic to stall thing sout. Seismic Toss is a nice move for things that resist Toxic.