So I'm very new to the Smogon crew. But not to pokemon, i've become progressively more competitive with my teams, but not until recently have I been able to put together one that won a few matches on PO. Critique away.
Team Analysis:
Andy @ Expert Belt
Ability: Natural Cure
EVs: 4 HP / 252 S.Atk / 252 Spd.
Nature: Timid
-Surf
-Psychic
-Thunderbolt
-Ice Beam
-I used Jumpman's idea from the BT, and the Killers for the nickname. After getting tired of trying to find the perfect lead and the perfect set up, this is my resolve. An anti-lead. Starmie covers more than half of the types out there with this move-set and is a dependable lead.
Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 4 HP / 252 Atk. / 252 Spd.
Nature: Jolly
-Earthquake
-Rock Slide
-Rapid Spin
-Aerial Ace
-You'd be surprised at how many people Aerial Ace throws off. It may be an unwise move, but when you have a grass or fighting type that isn't expecting a super effective move, its a nice trump card. I put in the rapid spin in case Andy ran into Skarmory or others, figuring he would be strong enough to take on whatever came through.
Haxorus @ Choice Band
Abilities: Mold Breaker
EVs: 4 HP / 252 Atk. / 252 Spd.
Nature: Jolly
-Outrage
-Earthquake
-Brick Break
-Shadow Claw
-I love dragon types and BW brought me yet another dragon type to add. More of a game winner or a trump card, Haxorus usually sits in the back until I'm really in trouble. I figured I had basically all other types countered, so I added Shadow Claw to try and counter Psychics.
Scizor @ Focus Sash
Ability: Technician
EVs: 108 HP / 200 Def. / 200 S.Def.
Nature: Adamant
-Bullet Punch
-U-Turn
-Roost
-Swords Dance
-Scizor works as a revenge killer and a buffer against Starmie and Haxorus' main weaknesses. Which is mainly why his defenses are buffed.
Archy @ Flight Gem
Ability: Defeatist
EVs: 4 HP / 252 Atk. / 252 Spd.
Nature: Jolly
-Acrobat
-Rock Slide
-Earthquake
-Protect
-Finally, I thought, "I need a flying pokemon to help with the fighting and ground weaknesses". So I recruited Archy, Acrobat is good with the gem and as long as he doesn't lose half his health for a while he doesn't lose half his atk.
Ferrothorn @ Leftovers
Ability: Steel Thorns
EVs: 180 HP / 76 Def. / 252 S.Def.
Nature: Relaxed
-Thunder Wave
-Leech Seed
-Spikes
-Protect
-What seems like a bulky lead, is actually a mid-game crippler. When it comes down to it, Ferrothorn has most weaknesses covered and can cripple most things and come out of it with ease. And steel thorns makes even the strongest think twice about what they'll do next.
I would love to hear what you guys have to say, so please do tell.
-Need a counter for the fire weakness in my team.
Team Analysis:
Andy @ Expert Belt
Ability: Natural Cure
EVs: 4 HP / 252 S.Atk / 252 Spd.
Nature: Timid
-Surf
-Psychic
-Thunderbolt
-Ice Beam
-I used Jumpman's idea from the BT, and the Killers for the nickname. After getting tired of trying to find the perfect lead and the perfect set up, this is my resolve. An anti-lead. Starmie covers more than half of the types out there with this move-set and is a dependable lead.
Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 4 HP / 252 Atk. / 252 Spd.
Nature: Jolly
-Earthquake
-Rock Slide
-Rapid Spin
-Aerial Ace
-You'd be surprised at how many people Aerial Ace throws off. It may be an unwise move, but when you have a grass or fighting type that isn't expecting a super effective move, its a nice trump card. I put in the rapid spin in case Andy ran into Skarmory or others, figuring he would be strong enough to take on whatever came through.
Haxorus @ Choice Band
Abilities: Mold Breaker
EVs: 4 HP / 252 Atk. / 252 Spd.
Nature: Jolly
-Outrage
-Earthquake
-Brick Break
-Shadow Claw
-I love dragon types and BW brought me yet another dragon type to add. More of a game winner or a trump card, Haxorus usually sits in the back until I'm really in trouble. I figured I had basically all other types countered, so I added Shadow Claw to try and counter Psychics.
Scizor @ Focus Sash
Ability: Technician
EVs: 108 HP / 200 Def. / 200 S.Def.
Nature: Adamant
-Bullet Punch
-U-Turn
-Roost
-Swords Dance
-Scizor works as a revenge killer and a buffer against Starmie and Haxorus' main weaknesses. Which is mainly why his defenses are buffed.
Archy @ Flight Gem
Ability: Defeatist
EVs: 4 HP / 252 Atk. / 252 Spd.
Nature: Jolly
-Acrobat
-Rock Slide
-Earthquake
-Protect
-Finally, I thought, "I need a flying pokemon to help with the fighting and ground weaknesses". So I recruited Archy, Acrobat is good with the gem and as long as he doesn't lose half his health for a while he doesn't lose half his atk.
Ferrothorn @ Leftovers
Ability: Steel Thorns
EVs: 180 HP / 76 Def. / 252 S.Def.
Nature: Relaxed
-Thunder Wave
-Leech Seed
-Spikes
-Protect
-What seems like a bulky lead, is actually a mid-game crippler. When it comes down to it, Ferrothorn has most weaknesses covered and can cripple most things and come out of it with ease. And steel thorns makes even the strongest think twice about what they'll do next.
I would love to hear what you guys have to say, so please do tell.
-Need a counter for the fire weakness in my team.