Lead Pokemon:
Drapion @ Leftovers
Ability: Battle Armor (? is this the best?)
Nature: Careful
EVs: 252 HP/252 Sp D
Name: Lead/Spikes
Move 1: Toxic Spikes
Move 2: Crunch
Move 3: Brick Break/Earthquake
Move 4: Taunt/Whirlwind
This is my lead pokemon, to lay down spikes, force people to switch pokemon. Also has some defensive stats to tank some damage while its out there (i THINK i read that toxic turns to normal poison when switched out). He has good attack, so he also works as a semi-Physical sweeper after setting up. He is my go-to to fight psychic/ghost/dark which is everywhere now days. He also has the ability to keep you out there and fighting him. Battle armor to make him last longer. His decent base speed, coupled with defense, makes speed not a huge priority imo.
The Walls
Dusclops @ Eviolite
Ability: Pressure
Nature: Careful
EVs: 252 hp/252 Sp D
Name: Pain Split
Move 1: Pain Split
Move 2: Will-o-Wisp
Move 3: Disable / Calm Mind
Move 4: Night Shade
Willo wisp lowers attack which makes him a better wall. Disable can make them not able to use a move that they hit you with like maybe a super effective. Night shade deals more consistent damage than hex and shadow ball. Used to spin block, and fight normal/fighting etc. Also can use pain split on new pkmn if it has the time. Disable is to let other pokemon get in better (or calm mind, idk yet). Also amazing Sp Defense.
Magnezone @ Leftovers
Ability: Magnet Pull
Nature: Calm/Bold
EVS: 252 hp/(252 Def/Sp Def?) (252 speed?)
Name: Anti-Steel/Physical Wall
Move 1: Thunderbolt / Volt switch
Move 2: Flash Cannon
Move 3: Hidden Power FIre
Move 4: Protect / Substitute
This dude is my anti-steel pokemon, and a great setup to help others. Also has Good defense, HP, and Special defenses *due to calm*. Used speed EVs to make sure its not totally slower than everything :/ I might toss in hidden power fire to crush the steel types i trap. But this guy can be switched in during outrage/any repeating attacks. Leftovers for lasting longer, light clay for being more supportive. This guy is my go-to physical blocker. Also has protect/Substitute to prolong toxic from the spikes.
The Others
Starmie @ Life Orb
Ability: Natural Cure
Nature: Timid
EVs: 252 Sp Attack/252 Speed
Move 1: Scald
Move 2: Ice Beam
Move 3: Thunderbolt
Move 4: Psyshock
Kinda all around Sp Sweeper. Has good coverage, and psyshock to get past Sp Defense. Amazing speed, Amazing coverage with Thunberbolt/Icebeam. Scald is used, even tho It does slightly less than surf, i'm primarily sticking to singles. So this will give a good "defensive buff" to the rest of my team by a pokemon lit on fire by it. I Prefer the utility. Psyshock is there to break down Sp Def walls.
Togekiss @ Razer Fang / Leftovers
Ability: Serene Grace
Nature: Timid
EVs: 252 HP/252 Speed
Name: Bulky Flincher
Move 1: Air Slash
Move 2: Zen Headbutt / Nasty Plot
Move 3: Nasty Plot / Heal Bell
Move 4: Wish / Roost
This is my "all around" special attacker. It has great coverage w/ flying+psychic+fire moves available to it. Also has lots of flinching, which is brokenly awesome. Comes in after things are burnt/paralyzed/poisoned etc. Also has the beef to stay out there and heal (or cast wish, i havent decided yet, wish would help my team? But is it as good as roost?) Also flame thrower is there in case my magnezone gets sniped somehow, so that i have a backup plan for steel, maybe. Its decent stat spread makes it so it has a lot of viable roles, and a lot of diff EV options.
Gliscor @ Poison Orb
Ability: Poison Heal
Nature: Jolly / Impish
Evs: 252 HP / (252 Atk/Speed)
Name: Physicial/Hybrid
Move 1: Swords Dance
Move 2: Earthquake
Move 3: Ice Fang/Fire Fang
Move 4: Substitute/Protect
My physical sweeper/hybrid. Provides a lot of resistances against the big Fighting pokemon. Also has the ability to take down steel with eartquake, and ice for dragons and grass and whatnot. I might use fire fang, idk yet. Has sword dance for the increase attack up. Substitute and protect is to stall, so that its Poison heal has more time to get off.
PS: Since this is my first overall build, i want it to be balanced. Im trying to learn, and get bettyer, as ive only had pkmn for like a month. This is my 2nd draft on my first team, and would like ANY suggestions, please :)
So, my basic mentality when building was this:
A lead (poison/stones etc)
2 Walls: 1 Def + 1 Sp Def
2 Sweepers: 1 Sp. Atk. + 1 Atk.
1 Hybrid/Support
Questions:
1) What does "Ally Switch" Do? Is it exactly like volt switch/uturn, but does no dmg? or does it switch and u can attack with the new pkmn?
2) Any advice on better abilities/EVs/Moves would be nice
2a) Esp Drapion ability, Most the pokemons EVs im pretty lost on :(
3) I need A LOT of help with movepools. A lot of them have 2 abilities, because I am having a hard time deciding.
4) Please READ it so you can give me advice <3
5) Would spiritomb be better than dusclops? Given he has no weaknesses >.<
Drapion @ Leftovers
Ability: Battle Armor (? is this the best?)
Nature: Careful
EVs: 252 HP/252 Sp D
Name: Lead/Spikes
Move 1: Toxic Spikes
Move 2: Crunch
Move 3: Brick Break/Earthquake
Move 4: Taunt/Whirlwind
This is my lead pokemon, to lay down spikes, force people to switch pokemon. Also has some defensive stats to tank some damage while its out there (i THINK i read that toxic turns to normal poison when switched out). He has good attack, so he also works as a semi-Physical sweeper after setting up. He is my go-to to fight psychic/ghost/dark which is everywhere now days. He also has the ability to keep you out there and fighting him. Battle armor to make him last longer. His decent base speed, coupled with defense, makes speed not a huge priority imo.
The Walls
Dusclops @ Eviolite
Ability: Pressure
Nature: Careful
EVs: 252 hp/252 Sp D
Name: Pain Split
Move 1: Pain Split
Move 2: Will-o-Wisp
Move 3: Disable / Calm Mind
Move 4: Night Shade
Willo wisp lowers attack which makes him a better wall. Disable can make them not able to use a move that they hit you with like maybe a super effective. Night shade deals more consistent damage than hex and shadow ball. Used to spin block, and fight normal/fighting etc. Also can use pain split on new pkmn if it has the time. Disable is to let other pokemon get in better (or calm mind, idk yet). Also amazing Sp Defense.
Magnezone @ Leftovers
Ability: Magnet Pull
Nature: Calm/Bold
EVS: 252 hp/(252 Def/Sp Def?) (252 speed?)
Name: Anti-Steel/Physical Wall
Move 1: Thunderbolt / Volt switch
Move 2: Flash Cannon
Move 3: Hidden Power FIre
Move 4: Protect / Substitute
This dude is my anti-steel pokemon, and a great setup to help others. Also has Good defense, HP, and Special defenses *due to calm*. Used speed EVs to make sure its not totally slower than everything :/ I might toss in hidden power fire to crush the steel types i trap. But this guy can be switched in during outrage/any repeating attacks. Leftovers for lasting longer, light clay for being more supportive. This guy is my go-to physical blocker. Also has protect/Substitute to prolong toxic from the spikes.
The Others
Starmie @ Life Orb
Ability: Natural Cure
Nature: Timid
EVs: 252 Sp Attack/252 Speed
Move 1: Scald
Move 2: Ice Beam
Move 3: Thunderbolt
Move 4: Psyshock
Kinda all around Sp Sweeper. Has good coverage, and psyshock to get past Sp Defense. Amazing speed, Amazing coverage with Thunberbolt/Icebeam. Scald is used, even tho It does slightly less than surf, i'm primarily sticking to singles. So this will give a good "defensive buff" to the rest of my team by a pokemon lit on fire by it. I Prefer the utility. Psyshock is there to break down Sp Def walls.
Togekiss @ Razer Fang / Leftovers
Ability: Serene Grace
Nature: Timid
EVs: 252 HP/252 Speed
Name: Bulky Flincher
Move 1: Air Slash
Move 2: Zen Headbutt / Nasty Plot
Move 3: Nasty Plot / Heal Bell
Move 4: Wish / Roost
This is my "all around" special attacker. It has great coverage w/ flying+psychic+fire moves available to it. Also has lots of flinching, which is brokenly awesome. Comes in after things are burnt/paralyzed/poisoned etc. Also has the beef to stay out there and heal (or cast wish, i havent decided yet, wish would help my team? But is it as good as roost?) Also flame thrower is there in case my magnezone gets sniped somehow, so that i have a backup plan for steel, maybe. Its decent stat spread makes it so it has a lot of viable roles, and a lot of diff EV options.
Gliscor @ Poison Orb
Ability: Poison Heal
Nature: Jolly / Impish
Evs: 252 HP / (252 Atk/Speed)
Name: Physicial/Hybrid
Move 1: Swords Dance
Move 2: Earthquake
Move 3: Ice Fang/Fire Fang
Move 4: Substitute/Protect
My physical sweeper/hybrid. Provides a lot of resistances against the big Fighting pokemon. Also has the ability to take down steel with eartquake, and ice for dragons and grass and whatnot. I might use fire fang, idk yet. Has sword dance for the increase attack up. Substitute and protect is to stall, so that its Poison heal has more time to get off.
PS: Since this is my first overall build, i want it to be balanced. Im trying to learn, and get bettyer, as ive only had pkmn for like a month. This is my 2nd draft on my first team, and would like ANY suggestions, please :)
So, my basic mentality when building was this:
A lead (poison/stones etc)
2 Walls: 1 Def + 1 Sp Def
2 Sweepers: 1 Sp. Atk. + 1 Atk.
1 Hybrid/Support
Questions:
1) What does "Ally Switch" Do? Is it exactly like volt switch/uturn, but does no dmg? or does it switch and u can attack with the new pkmn?
2) Any advice on better abilities/EVs/Moves would be nice
2a) Esp Drapion ability, Most the pokemons EVs im pretty lost on :(
3) I need A LOT of help with movepools. A lot of them have 2 abilities, because I am having a hard time deciding.
4) Please READ it so you can give me advice <3
5) Would spiritomb be better than dusclops? Given he has no weaknesses >.<