QueenOfLuvdiscs
Tier 3 Audino sub
Hi guys, I'm QueenOfLuvdiscs. A lot of you probably won't know who I am, but I got into the CAP metagame last gen and fell in love with it. I'm very quiet on the forums, so which is why I might appear as some random. This team has got me great success on the ladder, and it's one of my favourite teams to use. Enough rambling; let's get into the team :]
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
The 'beauty' of the team; Mega Gardevoir is a huge threat in the CAP metagame thanks to its powerful Fairy STAB that rips through a lot of teams. We have Modest with max SpA so that it maximises the power MegaGarde has. The Spe invest allows her to outspeed +ve base 85 mons, so the leftover EVs just went into HP for some very slight bulk.
Hyper Voice is mandatory thanks to the Pixilate boost which dents everything unresisted; Psyshock lets Gardevoir hit specially defensive Pokemon like Mollux and Chansey much harder than Hyper Voice; Focus Blast is used for coverage to hit the Steel-types that resist it's dual STAB and finally, Taunt allows me to shut down any sort of support move my opponent wants, making it a great stallbreaker.
Volkraken @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Flamethrower
- Hydro Pump
- Destiny Bond
Volkraken the squid, and a mon I wanted to build around for a long time. Volkraken acts a great support mon as well as a heavy hitter, thanks to Analytic and it's access to U-turn and Destiny Bond. The reason I'm using a Modest nature is so that it hits harder and U-turn is only there for momentum; nothing else. I was torn between which STAB moves I wanted to use, until I finally decided on Hydro Pump and Flamethrower. I figured that hitting Colossoil harder was a priority on this team and then I just wanted an accurate Fire-type move.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Superpower
- Knock Off
Landorus acts as a great mixed attacker in CAP, and pairs incredibly well with MegaGarde and Volkraken. Earth Power hits the Poison/Steel-types in the tier that Mega Gardevoir can't reliably break, whilst Sludge Wave hits opposing Fairy-types incredibly hard. Knock Off + Superpower lets me beat Chanseys with ease, which is a nuisance to my team. I went with a Naive nature so that I can take Sucker/Bullet Punches better.
Cyclohm @ Leftovers
Ability: Static
EVs: 240 HP / 148 Def / 96 SpA / 24 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Discharge
- Slack Off
- Toxic
Ah Cyclohm, the best answer to Cawmodore the tier has. The bulk of has is amazing and it lets me sponge a lot of physical hits. Toxic and Slack Off give it great potential to stall out potential bulky threats whilst Discharge gives it a good STAB and a chance to paralyse faster threats to the team. The EVs are weird so I'll go into detail about them:
Kitsunoh @ Spell Tag
Ability: Frisk
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Defog
- U-turn
- Shadow Strike
- Will-O-Wisp
By far, Kitsunoh is my favourite CAP Pokemon this gen; can't build a team without it. Kitsunoh has everything good this gen; great typing, good speed tier and, most importantly, access to Defog. Defog + Will-O-Wisp gives me a great support mon that synergises with the team as well being able to wear down my opponents. I use Spell Tag so Shadow Strike hits harder and to trick my opponent into thinking that it's choiced in some way.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 72 Def / 188 SpD
Careful Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
Finally, to round off the team, I have specially defensive Ferrothorn. I noticed that my team struggled with Krilowatt, despite it losing popularity, I didn't want to risk it. The EVs are just what I like using on my Ferrothorns; not sure if there is a better spread but it works for me. Power Whip allows me to beat said Krilowatt, as well as severely cripple Colossoil. Leech Seed + Protect give me nice recovery as well as stall out my opponents a bit.
So there's the team guys, I really enjoy using it and I hope you guys do as well :]
http://pastebin.com/6N28sBwX
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Hyper Voice is mandatory thanks to the Pixilate boost which dents everything unresisted; Psyshock lets Gardevoir hit specially defensive Pokemon like Mollux and Chansey much harder than Hyper Voice; Focus Blast is used for coverage to hit the Steel-types that resist it's dual STAB and finally, Taunt allows me to shut down any sort of support move my opponent wants, making it a great stallbreaker.
Volkraken @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Flamethrower
- Hydro Pump
- Destiny Bond
Volkraken the squid, and a mon I wanted to build around for a long time. Volkraken acts a great support mon as well as a heavy hitter, thanks to Analytic and it's access to U-turn and Destiny Bond. The reason I'm using a Modest nature is so that it hits harder and U-turn is only there for momentum; nothing else. I was torn between which STAB moves I wanted to use, until I finally decided on Hydro Pump and Flamethrower. I figured that hitting Colossoil harder was a priority on this team and then I just wanted an accurate Fire-type move.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Superpower
- Knock Off
Landorus acts as a great mixed attacker in CAP, and pairs incredibly well with MegaGarde and Volkraken. Earth Power hits the Poison/Steel-types in the tier that Mega Gardevoir can't reliably break, whilst Sludge Wave hits opposing Fairy-types incredibly hard. Knock Off + Superpower lets me beat Chanseys with ease, which is a nuisance to my team. I went with a Naive nature so that I can take Sucker/Bullet Punches better.
Cyclohm @ Leftovers
Ability: Static
EVs: 240 HP / 148 Def / 96 SpA / 24 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Discharge
- Slack Off
- Toxic
Ah Cyclohm, the best answer to Cawmodore the tier has. The bulk of has is amazing and it lets me sponge a lot of physical hits. Toxic and Slack Off give it great potential to stall out potential bulky threats whilst Discharge gives it a good STAB and a chance to paralyse faster threats to the team. The EVs are weird so I'll go into detail about them:
- 240 HP gives Cyclohm 417 HP, which is a leftovers number, so that maximises the recovery.
- 148 Def, when combined with the HP investment, means it can eat up any +6 hit that Cawmodore has to offer.
- 96 SpA guarantees that Flamethrower OHKOs Cawmodore.
- The remaining EVs I put into Spe to speed creep other Cyclohms.
Kitsunoh @ Spell Tag
Ability: Frisk
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Defog
- U-turn
- Shadow Strike
- Will-O-Wisp
By far, Kitsunoh is my favourite CAP Pokemon this gen; can't build a team without it. Kitsunoh has everything good this gen; great typing, good speed tier and, most importantly, access to Defog. Defog + Will-O-Wisp gives me a great support mon that synergises with the team as well being able to wear down my opponents. I use Spell Tag so Shadow Strike hits harder and to trick my opponent into thinking that it's choiced in some way.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 72 Def / 188 SpD
Careful Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
Finally, to round off the team, I have specially defensive Ferrothorn. I noticed that my team struggled with Krilowatt, despite it losing popularity, I didn't want to risk it. The EVs are just what I like using on my Ferrothorns; not sure if there is a better spread but it works for me. Power Whip allows me to beat said Krilowatt, as well as severely cripple Colossoil. Leech Seed + Protect give me nice recovery as well as stall out my opponents a bit.
So there's the team guys, I really enjoy using it and I hope you guys do as well :]
http://pastebin.com/6N28sBwX
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