Team Overview:
The key point of this team is to first set up entry hazards and take advantage of tyrannitar's Sand Stream with hippowdon's Sand Force ability. By using both hippowdon and quagsire to try and force the opposing team to switch out their Pokemon and be damaged by the hazards, slowly whittling down their health.
Tyrannitar
Ability: Sand Stream
Nature: Jolly
EVs: 202 ATK/56 DEF/252 SPD
Moveset;
- Stealth Rock
- Fire Punch
- Earthquake
- Superpower
Item: Leftovers
Tyrannitar serves as my lead to start up a sandstorm for hippowdon and to administer stealth rock as the first entry hazard to the opposing team. Fire punch is there to help take out bulky and annoying steel Pokemon like scizor or foretress that may appear. Earthquake is necessary, in my opinion, for tyrannitar, and superpower helps deal with another lead tyrannitar are mass-HP normals like blissey or snorlax. Speed, in this set, is imperative for tyrannitar so that he can at least get stealth rock out before fainting.
Forretress
Ability: Sturdy
Nature: Impish
EVs: 252 HP/130 DEF/128 SDEF
Moveset;
- Toxic Spikes
- Spikes
- Rapid Spin
- Gyro Ball
Item: Leftovers
I would actually really like to get rid of forretress considering that he cannot take a hit very well(Thank you sturdy), but he goes very well with the team that I have here. He serves as my spinner, ridding of any potential entry hazards on my end. Equipped with both spikes and toxic spikes, he can initiate the last two entry hazards onto the other team if he can survive that long. He also gets STAB from gyro ball in the last attack slot.
Jellicent
Ability: Cursed Body
Nature: Calm
EVs: 252 HP/120 DEF/138 SDef
Moveset;
- Recover
- Energy Ball
- Taunt
- Surf
Item: Leftovers
Taunt has been added to jellicent to help aid with switching out. I may also want to remove him from this team, as sandstorm hinds his surf attack, but he can also clean up other water or ground/rock Pokemon with his energy ball, both of which can pose as a real problem for hippowdon.
Hippowdon
Ability: Sand Force
Nature: Impish
EVs: 252 HP/18 ATK/152 DEF/88 SDef
Moveset;
- Earthquake
- Ice Fang
- Slack Off
- Roar
Item: Leftovers
Taking advantage of tyrannitar's Sand Stream ability as stated above, my bulky little hippowdon's earthquake is significantly powered up by 30%, not to mention that he gets STAB from it. Ice fang(Formerly stone edge) is used for flying Pokemon that cannot be hit by earthquake, and for potentially deadly grass Pokemon. Slack Off serves as a reliable recovery move and yawn tempts the opponent to either switch their Pokemon and face damage from two entry hazards and chance of poisoning, or have their Pokemon be asleep and useless(with an exception to sleep talk) for a few turns.
Quagsire
Ability: Unaware
Nature: Calm
EVs: 252 HP/138 DEF/120 SDef
Moveset;
- Encore
- Toxic
- Scald
- Recover
Item: Leftovers
Being able to cope well in the sandstorm, unaware quasire here can stop anyone who has had time to raise their stats. Encore is to catch the opponent off gaurd, especially if they're using something like Bulk Up or Calm Mind that will be put in vain. Scald gives him a nice chance of statusing the Pokemon after toxic is out of commission.
Cresselia
Ability: Levitate
Nature: Timid
EVs: 96 HP/252 SATK/162 SPD
Moveset;
- Calm Mind
- Moonlight
- Thunderbolt
- Psychic
Item: Leftovers
Cresselia simply serves as a different, bulky typing in this team. Calm Mind helps with heightening her special attack and defense, so that she can deal massive damage with psychic-STAB-and thunderbolt, whilst being able to take damage incredibly well.
Any help, tips, potential Pokemon to switch in and out from this team would be EXTREMELY appreciated. Thank you ^^
The key point of this team is to first set up entry hazards and take advantage of tyrannitar's Sand Stream with hippowdon's Sand Force ability. By using both hippowdon and quagsire to try and force the opposing team to switch out their Pokemon and be damaged by the hazards, slowly whittling down their health.
Tyrannitar
Ability: Sand Stream
Nature: Jolly
EVs: 202 ATK/56 DEF/252 SPD
Moveset;
- Stealth Rock
- Fire Punch
- Earthquake
- Superpower
Item: Leftovers
Tyrannitar serves as my lead to start up a sandstorm for hippowdon and to administer stealth rock as the first entry hazard to the opposing team. Fire punch is there to help take out bulky and annoying steel Pokemon like scizor or foretress that may appear. Earthquake is necessary, in my opinion, for tyrannitar, and superpower helps deal with another lead tyrannitar are mass-HP normals like blissey or snorlax. Speed, in this set, is imperative for tyrannitar so that he can at least get stealth rock out before fainting.
Forretress
Ability: Sturdy
Nature: Impish
EVs: 252 HP/130 DEF/128 SDEF
Moveset;
- Toxic Spikes
- Spikes
- Rapid Spin
- Gyro Ball
Item: Leftovers
I would actually really like to get rid of forretress considering that he cannot take a hit very well(Thank you sturdy), but he goes very well with the team that I have here. He serves as my spinner, ridding of any potential entry hazards on my end. Equipped with both spikes and toxic spikes, he can initiate the last two entry hazards onto the other team if he can survive that long. He also gets STAB from gyro ball in the last attack slot.
Jellicent
Ability: Cursed Body
Nature: Calm
EVs: 252 HP/120 DEF/138 SDef
Moveset;
- Recover
- Energy Ball
- Taunt
- Surf
Item: Leftovers
Taunt has been added to jellicent to help aid with switching out. I may also want to remove him from this team, as sandstorm hinds his surf attack, but he can also clean up other water or ground/rock Pokemon with his energy ball, both of which can pose as a real problem for hippowdon.
Hippowdon
Ability: Sand Force
Nature: Impish
EVs: 252 HP/18 ATK/152 DEF/88 SDef
Moveset;
- Earthquake
- Ice Fang
- Slack Off
- Roar
Item: Leftovers
Taking advantage of tyrannitar's Sand Stream ability as stated above, my bulky little hippowdon's earthquake is significantly powered up by 30%, not to mention that he gets STAB from it. Ice fang(Formerly stone edge) is used for flying Pokemon that cannot be hit by earthquake, and for potentially deadly grass Pokemon. Slack Off serves as a reliable recovery move and yawn tempts the opponent to either switch their Pokemon and face damage from two entry hazards and chance of poisoning, or have their Pokemon be asleep and useless(with an exception to sleep talk) for a few turns.
Quagsire
Ability: Unaware
Nature: Calm
EVs: 252 HP/138 DEF/120 SDef
Moveset;
- Encore
- Toxic
- Scald
- Recover
Item: Leftovers
Being able to cope well in the sandstorm, unaware quasire here can stop anyone who has had time to raise their stats. Encore is to catch the opponent off gaurd, especially if they're using something like Bulk Up or Calm Mind that will be put in vain. Scald gives him a nice chance of statusing the Pokemon after toxic is out of commission.
Cresselia
Ability: Levitate
Nature: Timid
EVs: 96 HP/252 SATK/162 SPD
Moveset;
- Calm Mind
- Moonlight
- Thunderbolt
- Psychic
Item: Leftovers
Cresselia simply serves as a different, bulky typing in this team. Calm Mind helps with heightening her special attack and defense, so that she can deal massive damage with psychic-STAB-and thunderbolt, whilst being able to take damage incredibly well.
Any help, tips, potential Pokemon to switch in and out from this team would be EXTREMELY appreciated. Thank you ^^