I've been an avid fan of wifi battling ever since it started back in 4th gen, although up until now, I have mainly just been a heavily casual player. At this point, I'm feeling more than ready to dive into the competitive world of Pokemon, but so far things have been... bumpy. :p I don't do all that great as it stands, so I turn to all you smogonites to aid me in my attempt to become a competent battler. Any and all suggestions are highly welcomed! :)
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
- Thunder Wave
- Stealth Rocks
- Power Whip
- Leach Seed
Ferrothorn is more often than now, my lead Pokemon. Ideally, I start off with Thunder Wave in order to cripple whatever I get the chance to, and set up rocks from there. Despite this, Ferrothorn is still a vital defender in the team, so I do my best to preserve him at long as I can. I ended up choosing Power Whip over Gyro Ball in order to better deal with bulky water/rock/ground Pokemon, as well as since I have two Pokemon on my team that try to spread paralysis to as many Pokemon as I can.
Porygon2@Evolite
Ability: Trace
Evs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Thunder Wave
- Thunder Bolt
- Ice Beam
- Recover
My teams wall, support mage, and MVP, as well as my favorite Pokemon! He tends to stick around a long time, and is only really threatened by Fighting moves, Knock off, and toxic. I almost always open with a T-Wave, and weaken my opponent with Bolt-Beam, healing when needed. He is overall not only my favorite Pokemon, but also my teams MVP more often than not.
Rotom-Wash @ Lum Berry
Ability: Levitate
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
I've always liked Rotom, just look at it's mischievous little smirk. He can take hits pretty well, and retaliate with a pretty strong Hydro Pump, or make a swift escape with Volt Switch. Will-O-Wisp gives my team burn support, with is critical, as my team doesn't like running into fighting types one bit. Pain Split adds to my longevity, and can really hurt a Pokemon switching in if I am already low on health. More often then not, I send him out after one of my starting two Pokemon is taken out.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 SpD
Jolly Nature
- Lava Plume
- Stealth Rock
- Earth Power
- Flash Cannon
Heatran is on my team largely to tank hits from verrious hard hitting Pokemon that my team would otherwise struggle to deal with, such at both the Mega Charizards', Talonflame, general fairy/fire moves, as well at to render a predicted earthquake null. Lava Plums is for basic STAB, Flash Cannon is also STAB, and allows me to hit fairies hard. I run Stealth Rocks in the case that Ferrothorn doesn't get the chance to set them up, or they are removed from the battlefield. Earth Power is primarily to try to catch Talonflame off guard while using Roost, and for furthermore coverage.
Azumaril @ Sitrus Berry
Huge Power
Evs: 252 Atk / 4 Def / 252 HP
Adamant Nature
- Play Rough
- Aqua Jet
- Belly Drum
- Superpower
The basic offensive belly drum set running around this gen. With the support of clearing the field of any obvious counters, it makes me more likely to be able to set up a Belly Drum, and with T-wave support from Ferrothorn and Porygon2, it can actually outspeed some things without having to use priority. Play Rough for stab, and Superpower is there to help clear out steel and dark types that my team otherwise has issues with. She also is usually broght out just after one of my two first Pokemon get knocked out, in order to help finish off any Pokemon already damaged or weakened by Thunder Wave.
Landorus-T @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
I use Landorus-T primatally for the utility it adds to my team. Seeing as he is one of only two physical threats I run on my team (Azumaril being the other), I tried to cover as many bases as I could between the two. Earthquake is simple STAB, and hits really hard. Stone Edge gives me another way to deal with the ever-common Charizards', and Talonflame. Superpower is mainly just for coverage, and to hit the blobs with a little extra "omph". U-Turn lets me keep some momentum, and lets me switch out of the negative effects of Superpower.
Anyway, thanks for taking the time to read my post here, and I gratefully await your response.
Thanks in advance!
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
- Thunder Wave
- Stealth Rocks
- Power Whip
- Leach Seed
Ferrothorn is more often than now, my lead Pokemon. Ideally, I start off with Thunder Wave in order to cripple whatever I get the chance to, and set up rocks from there. Despite this, Ferrothorn is still a vital defender in the team, so I do my best to preserve him at long as I can. I ended up choosing Power Whip over Gyro Ball in order to better deal with bulky water/rock/ground Pokemon, as well as since I have two Pokemon on my team that try to spread paralysis to as many Pokemon as I can.
Porygon2@Evolite
Ability: Trace
Evs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Thunder Wave
- Thunder Bolt
- Ice Beam
- Recover
My teams wall, support mage, and MVP, as well as my favorite Pokemon! He tends to stick around a long time, and is only really threatened by Fighting moves, Knock off, and toxic. I almost always open with a T-Wave, and weaken my opponent with Bolt-Beam, healing when needed. He is overall not only my favorite Pokemon, but also my teams MVP more often than not.
Rotom-Wash @ Lum Berry
Ability: Levitate
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
I've always liked Rotom, just look at it's mischievous little smirk. He can take hits pretty well, and retaliate with a pretty strong Hydro Pump, or make a swift escape with Volt Switch. Will-O-Wisp gives my team burn support, with is critical, as my team doesn't like running into fighting types one bit. Pain Split adds to my longevity, and can really hurt a Pokemon switching in if I am already low on health. More often then not, I send him out after one of my starting two Pokemon is taken out.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 SpD
Jolly Nature
- Lava Plume
- Stealth Rock
- Earth Power
- Flash Cannon
Heatran is on my team largely to tank hits from verrious hard hitting Pokemon that my team would otherwise struggle to deal with, such at both the Mega Charizards', Talonflame, general fairy/fire moves, as well at to render a predicted earthquake null. Lava Plums is for basic STAB, Flash Cannon is also STAB, and allows me to hit fairies hard. I run Stealth Rocks in the case that Ferrothorn doesn't get the chance to set them up, or they are removed from the battlefield. Earth Power is primarily to try to catch Talonflame off guard while using Roost, and for furthermore coverage.
Azumaril @ Sitrus Berry
Huge Power
Evs: 252 Atk / 4 Def / 252 HP
Adamant Nature
- Play Rough
- Aqua Jet
- Belly Drum
- Superpower
The basic offensive belly drum set running around this gen. With the support of clearing the field of any obvious counters, it makes me more likely to be able to set up a Belly Drum, and with T-wave support from Ferrothorn and Porygon2, it can actually outspeed some things without having to use priority. Play Rough for stab, and Superpower is there to help clear out steel and dark types that my team otherwise has issues with. She also is usually broght out just after one of my two first Pokemon get knocked out, in order to help finish off any Pokemon already damaged or weakened by Thunder Wave.
Landorus-T @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
I use Landorus-T primatally for the utility it adds to my team. Seeing as he is one of only two physical threats I run on my team (Azumaril being the other), I tried to cover as many bases as I could between the two. Earthquake is simple STAB, and hits really hard. Stone Edge gives me another way to deal with the ever-common Charizards', and Talonflame. Superpower is mainly just for coverage, and to hit the blobs with a little extra "omph". U-Turn lets me keep some momentum, and lets me switch out of the negative effects of Superpower.
Anyway, thanks for taking the time to read my post here, and I gratefully await your response.
Thanks in advance!