I've been having trouble finalising my team and I was wondering if anyone could help me with it. Here it is so far:
Muk @ Black Sludge
Ability: Poison Touch
Nature: Careful
EV's: 200 HP/ 104 Atk/ 56 Def/ 148 SpD
- Poison Jab
- Brick Break
- Curse
- Shadow Sneak
Function: Mixed Wall; This is basically set up to take hits while also being capable to putting up a fight of it's own. His role is more or less to soak up damage from an opposing teams more troublesome sweepers for the rest of the team. The bulk makes up for the lack of speed so Muk should be able to take a few decent hits before being taken down with Black Sludge offering a means for it to stay healthy. Poison Jab would be the centre piece of the moveset offering STAB as well as the chance of inflicting poison. Brick Break and Shadow Sneak are in for coverage as well as priority (in the case of Shadow Sneak), while Curse basically offers free buffs in Attack and Defence due to speed being such an irrelevant stat in Muk's case.
Magneton @ Eviolite
Ability: Analytic
Nature: Sassy
EV's: 252 HP/ 252 SpD/ 4 Def
- Thunderbolt
- Flash Cannon
- Light Screen/Reflect
- Thunder Wave
Function: Specially Defensive Wall; Its defences are already reasonable so with the addition of the Eviolite, it can be relatively bulky. Due to having no investments in Special Attack ( easily its best stat ), Analytic will easily remedy this when Magneton attacks after the opponent. Therefor enabling it to deal a decent hit. The use of either light screen or reflect is to support Magneton and the rest of the teams i staying on the field for at least one more turn. Finally, the aim of Thunder Wave is to slow down the the physical sweepers for the rest of the team. ( That is if they can't be poisoned by Drapions Toxic Spikes e.g Noivern )
Hawlucha @ Sitrus Berry
Ability: Unburden
Nature: Jolly
EV's: 252 Spe/ 252 Atk/ 4 HP
- Hone Claws
- High Jump Kick
- Acrobatics
- Stone Edge
Function: Simple physical sweeper intended to go in, hard and fast. Speed and Attack are prioritised in combination with the Uburden/Sitrus Berry combination to make Hawlucha a fast and deadly threat to the opposing team. Acrobatics and High Jump Kick offers STAB, made even more formidable when paired with Hone Claws with it's Accuracy + Attack boost. Stone Edge is thrown in for coverage.
Drapion @ Black Sludge
Ability: Sniper
Nature: Impish
EV's: 252 Def/ 252 HP/ 4 Spe
- Taunt
- Toxic Spikes
- Knock Off
- Roar
Function: Mah lead; Taunt helps it stall other leads (specifically the slower ones). Toxic Spikes is thrown in for obvious reason and I've been running Roar along with this to set up a scenario where in a few turns I could (potentially) leave a good few Pokemon on the opposing teams poisoned. Considering switching Roar with Poison Jab, though. I gave it Sniper as if it was to get a critical hit with aSTAB Knock Off and getting rid of an item, it would deal serious damage.
Chandelure @ Choice Scarf
Ability: Infiltrator
Nature: Modest
EV's: 252 SpAtk/ 252 Spe/ 4 Def
- Flamethrower
- Shadow Ball
- Energy Ball
- Psychic
Function: A fast heavy hitter thats main aim is to cause devastation where possible, while also having the ability to ignore screens and subs. Special Attack and Speed EV's play crucial role in Chandelure's role as a fast attacker with high power special moves with great coverage making it another crucial part of making up for deficits in speedy attackers elsewhere in the team.
Lapras @ Leftovers:
Ability: Shell Armour
Nature: Impish
EV's: 252 HP/ 250 Def/ 6 Atk
- Ice Shard
- Waterfall
- Curse
- Avalanche
Function: Defensive Wall; The main function of curse is to obviously raise my defence and attach. However, the loss of speed is more likely to ensure I attack after my opponent meaning that STAB Avalanche's power is doubled coupled with the attack rise ( And I will be able to take a priory hit from the defence rise ). This Speed drop can be slightly be made up for with a priority Ice Shard. I chose Waterfall as it is another STAB move which can deal a decent amount of damage. Finally, Shell Armour along side Leftovers ensure Lapras can survive faster with the "immunity" to Critical Hits and the constant regaining of health.
Any help would be much appreciated. Thanks
Muk @ Black Sludge
Ability: Poison Touch
Nature: Careful
EV's: 200 HP/ 104 Atk/ 56 Def/ 148 SpD
- Poison Jab
- Brick Break
- Curse
- Shadow Sneak
Function: Mixed Wall; This is basically set up to take hits while also being capable to putting up a fight of it's own. His role is more or less to soak up damage from an opposing teams more troublesome sweepers for the rest of the team. The bulk makes up for the lack of speed so Muk should be able to take a few decent hits before being taken down with Black Sludge offering a means for it to stay healthy. Poison Jab would be the centre piece of the moveset offering STAB as well as the chance of inflicting poison. Brick Break and Shadow Sneak are in for coverage as well as priority (in the case of Shadow Sneak), while Curse basically offers free buffs in Attack and Defence due to speed being such an irrelevant stat in Muk's case.
Magneton @ Eviolite
Ability: Analytic
Nature: Sassy
EV's: 252 HP/ 252 SpD/ 4 Def
- Thunderbolt
- Flash Cannon
- Light Screen/Reflect
- Thunder Wave
Function: Specially Defensive Wall; Its defences are already reasonable so with the addition of the Eviolite, it can be relatively bulky. Due to having no investments in Special Attack ( easily its best stat ), Analytic will easily remedy this when Magneton attacks after the opponent. Therefor enabling it to deal a decent hit. The use of either light screen or reflect is to support Magneton and the rest of the teams i staying on the field for at least one more turn. Finally, the aim of Thunder Wave is to slow down the the physical sweepers for the rest of the team. ( That is if they can't be poisoned by Drapions Toxic Spikes e.g Noivern )
Hawlucha @ Sitrus Berry
Ability: Unburden
Nature: Jolly
EV's: 252 Spe/ 252 Atk/ 4 HP
- Hone Claws
- High Jump Kick
- Acrobatics
- Stone Edge
Function: Simple physical sweeper intended to go in, hard and fast. Speed and Attack are prioritised in combination with the Uburden/Sitrus Berry combination to make Hawlucha a fast and deadly threat to the opposing team. Acrobatics and High Jump Kick offers STAB, made even more formidable when paired with Hone Claws with it's Accuracy + Attack boost. Stone Edge is thrown in for coverage.
Drapion @ Black Sludge
Ability: Sniper
Nature: Impish
EV's: 252 Def/ 252 HP/ 4 Spe
- Taunt
- Toxic Spikes
- Knock Off
- Roar
Function: Mah lead; Taunt helps it stall other leads (specifically the slower ones). Toxic Spikes is thrown in for obvious reason and I've been running Roar along with this to set up a scenario where in a few turns I could (potentially) leave a good few Pokemon on the opposing teams poisoned. Considering switching Roar with Poison Jab, though. I gave it Sniper as if it was to get a critical hit with aSTAB Knock Off and getting rid of an item, it would deal serious damage.
Chandelure @ Choice Scarf
Ability: Infiltrator
Nature: Modest
EV's: 252 SpAtk/ 252 Spe/ 4 Def
- Flamethrower
- Shadow Ball
- Energy Ball
- Psychic
Function: A fast heavy hitter thats main aim is to cause devastation where possible, while also having the ability to ignore screens and subs. Special Attack and Speed EV's play crucial role in Chandelure's role as a fast attacker with high power special moves with great coverage making it another crucial part of making up for deficits in speedy attackers elsewhere in the team.
Lapras @ Leftovers:
Ability: Shell Armour
Nature: Impish
EV's: 252 HP/ 250 Def/ 6 Atk
- Ice Shard
- Waterfall
- Curse
- Avalanche
Function: Defensive Wall; The main function of curse is to obviously raise my defence and attach. However, the loss of speed is more likely to ensure I attack after my opponent meaning that STAB Avalanche's power is doubled coupled with the attack rise ( And I will be able to take a priory hit from the defence rise ). This Speed drop can be slightly be made up for with a priority Ice Shard. I chose Waterfall as it is another STAB move which can deal a decent amount of damage. Finally, Shell Armour along side Leftovers ensure Lapras can survive faster with the "immunity" to Critical Hits and the constant regaining of health.
Any help would be much appreciated. Thanks
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