Hey there,
Looking for some advice on team strategy and overall tips, suggestions and improvements. I'm new to the metagame and only just starting to get the hang of it. It's pretty obvious that i'm not acquainted with the more subtle strategies and nuances so i've stuck to an offensive sweeping team in the NU tier. Thoughts?
Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 HP / 24 SpA / 232 Spe
Modest Nature
- Shell Smash
- Baton Pass
- Hydro Pump
- Ice Beam
Smash/pass lead to set up Archeops physical sweep and Vivillon special sweep. Ice Beam coverage for grass weakness. This coupled with high STAB Hydro Pump allows it to deal decent damage with stat boost when switch isn't viable
Archeops
Ability: Defeatist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Acrobatics
- Aqua Tail
- U-turn
- Rock Slide
Physical sweep for smash/pass setup. Acrobatics focus with no held item for boosted power. Aqua tail covers potential rock/ground switch ins. Good use as revenge KO
Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Quiver Dance
- Hurricane
- Bug Buzz
Quiver Dance special sweep. Compound Eyes boosts accuracy for strong STAB hurricane, along with stat boost for reliable OHKO. Likewise for sleep powder, removing dependence on Gorebyss. Focus Sash secures smash/pass momentum from Gorebyss.
Mismagius @ Leftovers
Ability: Levitate
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Shadow Sneak
- Pain Split
Good prevention for counter sweep with taunt and will-o-wisp for attack drop. Pain split + Leftovers for stalling and increasing burn damage. Shadow sneak for priority to cover focus sash/sturdy opponents blocking sweeps.
Sawk @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake
Good wall breaker, especially late game back up with failed sweeps . Smash/pass also works well as an alternative to Archeops, coupled with life orb for bulk offense. Ice Punch provides good variety and often unexpected type coverage catching players by surprise.
Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Gyro Ball
Stealth Rock/Dragon tail to counter switch ins. Works as solid defensive wall with electric immunity, weakness shared by Gorebyss lead and Archeops/Vivillon sweeps. Smash/Pass works surprisingly well with STAB Earthquake, though speed boost is counter productive with Gyro Ball.
Looking for some advice on team strategy and overall tips, suggestions and improvements. I'm new to the metagame and only just starting to get the hang of it. It's pretty obvious that i'm not acquainted with the more subtle strategies and nuances so i've stuck to an offensive sweeping team in the NU tier. Thoughts?
Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 HP / 24 SpA / 232 Spe
Modest Nature
- Shell Smash
- Baton Pass
- Hydro Pump
- Ice Beam
Smash/pass lead to set up Archeops physical sweep and Vivillon special sweep. Ice Beam coverage for grass weakness. This coupled with high STAB Hydro Pump allows it to deal decent damage with stat boost when switch isn't viable
Archeops
Ability: Defeatist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Acrobatics
- Aqua Tail
- U-turn
- Rock Slide
Physical sweep for smash/pass setup. Acrobatics focus with no held item for boosted power. Aqua tail covers potential rock/ground switch ins. Good use as revenge KO
Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Quiver Dance
- Hurricane
- Bug Buzz
Quiver Dance special sweep. Compound Eyes boosts accuracy for strong STAB hurricane, along with stat boost for reliable OHKO. Likewise for sleep powder, removing dependence on Gorebyss. Focus Sash secures smash/pass momentum from Gorebyss.
Mismagius @ Leftovers
Ability: Levitate
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Shadow Sneak
- Pain Split
Good prevention for counter sweep with taunt and will-o-wisp for attack drop. Pain split + Leftovers for stalling and increasing burn damage. Shadow sneak for priority to cover focus sash/sturdy opponents blocking sweeps.
Sawk @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake
Good wall breaker, especially late game back up with failed sweeps . Smash/pass also works well as an alternative to Archeops, coupled with life orb for bulk offense. Ice Punch provides good variety and often unexpected type coverage catching players by surprise.
Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Gyro Ball
Stealth Rock/Dragon tail to counter switch ins. Works as solid defensive wall with electric immunity, weakness shared by Gorebyss lead and Archeops/Vivillon sweeps. Smash/Pass works surprisingly well with STAB Earthquake, though speed boost is counter productive with Gyro Ball.