I have been working very long on this team and many pokemon changed but the core of amoongus and hippo have stayed. This team's objective is to tank a lot and hit back hard. It can also stack hazards very well if the opportunity is presented.
Starting off with one of my favourite pokemons:
Toad (Amoonguss) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Giga Drain
- Clear Smog
- Spore
- Foul Play
This guy is my special wall and my immunity to spore and sleep powder. The spore is very helpful once the opponent has no immunity to it no more. In some games he can put to sleep several opposing pokemons. Thanks to regenerator he tends to live quite long. Foul play is sometimes quite helpful if I surprise my opponent and stay in when they SD or cant take me out in turn. The rest is standard.
Toeris (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Roar
- Stealth Rock
The other pokemon that has been on this team since the beginning. I really like his bulk. The only pokemon that threatens this pokemon without having advantage in typing is M-Medicham. Unfortunately, he can't take 2 highjump kicks. This guy can also tank some weaker special attacks and get rocks up. He is also a very good mon to roar out boosting pokes or to probably roar something out that is weak to SR. Sand is really helpful, it has often been crucial in wearing down opposing threats.
Sun WuKong (Infernape) @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- U-turn
- Fire Punch
- Close Combat
One of my favourite players of this team. He is very versatile that can either scout, finish, or hit very hard. I run Fire Punch because I don't like the recoil. He is already worn down quickly enough without it. I rely often on his speed to scare out threats.
I wonder if Mach Punch is even necessary since I have hardly ever used it and it usually lacks the power to take out not too weakened threats. It is a good check against heatran that would otherwise very well take apart my team. Also a good poke against Ferrothorn but they sometimes leech seed stall me and I cant switch in too many times then.
Intimidating (Gyarados-Mega) @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch/Taunt?
- Waterfall
- Dragon Dance
- Earthquake
The newest addition to the team. If he gets the opportunity to set up, he probably just sweeps the opponent. The intimidate is quite handy and sometimes I delay the mega to keep this handy ability or to play mind games. The moveset is quite standard and eq is for all the levitate users that are weak to it. Many opponents tend to forget about this. Giving his 3 attacks there is no pokemon that resists all those 3 and therefore it is almost impossible to stop him at +2. The only problem is that usually the best I can get is +1.
Bello (Raikou) @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
- Thunderbolt
I needed another mon that can take some special attacks hence the AV. Also VS is handy to keep up momentum with Infernape. I am not sure if I should run extreme speed on it to finish faster mons. The moveset provides him with a broad possibility to hit many things for super effective damage. My only problem with this set is, that it at times doesn't hit as hard as I need it to hit.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 48 SpD / 208 Spe
Modest Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Earth Power
- Dark Pulse
The new member of my team that replaces skarmory. I can switch into fairies and latitwins as long as they don't carry EQ. The EV set is that the speed reaches 362, therefore, I can outspeed the most relevant mons that are not scarfed. This set may come in as a surprise for oppenents since the SDEF set is quite more common. Unfortunately, I lost my Ground immunity with this and now I have 3 pokemon weak to ground.
Threats:
Latios/latias - I dont have much to take hits from them since Amoongus is weak to psyshock. Only heatran is a good switch but only if they dont carry EQ.
M-Medicham - If played correctly it can take my team apart since I have no good check to it.
Azumarill - this can be difficult to deal with it.
Charizard Y- If it carries Focusmiss then I have a problem, if not then I can wall it with heatran. Maybe I should run a rock move on heatran for this mon.
Starting off with one of my favourite pokemons:
Toad (Amoonguss) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Giga Drain
- Clear Smog
- Spore
- Foul Play
This guy is my special wall and my immunity to spore and sleep powder. The spore is very helpful once the opponent has no immunity to it no more. In some games he can put to sleep several opposing pokemons. Thanks to regenerator he tends to live quite long. Foul play is sometimes quite helpful if I surprise my opponent and stay in when they SD or cant take me out in turn. The rest is standard.
Toeris (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Roar
- Stealth Rock
The other pokemon that has been on this team since the beginning. I really like his bulk. The only pokemon that threatens this pokemon without having advantage in typing is M-Medicham. Unfortunately, he can't take 2 highjump kicks. This guy can also tank some weaker special attacks and get rocks up. He is also a very good mon to roar out boosting pokes or to probably roar something out that is weak to SR. Sand is really helpful, it has often been crucial in wearing down opposing threats.
Sun WuKong (Infernape) @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- U-turn
- Fire Punch
- Close Combat
One of my favourite players of this team. He is very versatile that can either scout, finish, or hit very hard. I run Fire Punch because I don't like the recoil. He is already worn down quickly enough without it. I rely often on his speed to scare out threats.
I wonder if Mach Punch is even necessary since I have hardly ever used it and it usually lacks the power to take out not too weakened threats. It is a good check against heatran that would otherwise very well take apart my team. Also a good poke against Ferrothorn but they sometimes leech seed stall me and I cant switch in too many times then.
Intimidating (Gyarados-Mega) @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch/Taunt?
- Waterfall
- Dragon Dance
- Earthquake
The newest addition to the team. If he gets the opportunity to set up, he probably just sweeps the opponent. The intimidate is quite handy and sometimes I delay the mega to keep this handy ability or to play mind games. The moveset is quite standard and eq is for all the levitate users that are weak to it. Many opponents tend to forget about this. Giving his 3 attacks there is no pokemon that resists all those 3 and therefore it is almost impossible to stop him at +2. The only problem is that usually the best I can get is +1.
Bello (Raikou) @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
- Thunderbolt
I needed another mon that can take some special attacks hence the AV. Also VS is handy to keep up momentum with Infernape. I am not sure if I should run extreme speed on it to finish faster mons. The moveset provides him with a broad possibility to hit many things for super effective damage. My only problem with this set is, that it at times doesn't hit as hard as I need it to hit.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 48 SpD / 208 Spe
Modest Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Earth Power
- Dark Pulse
The new member of my team that replaces skarmory. I can switch into fairies and latitwins as long as they don't carry EQ. The EV set is that the speed reaches 362, therefore, I can outspeed the most relevant mons that are not scarfed. This set may come in as a surprise for oppenents since the SDEF set is quite more common. Unfortunately, I lost my Ground immunity with this and now I have 3 pokemon weak to ground.
Threats:
Latios/latias - I dont have much to take hits from them since Amoongus is weak to psyshock. Only heatran is a good switch but only if they dont carry EQ.
M-Medicham - If played correctly it can take my team apart since I have no good check to it.
Azumarill - this can be difficult to deal with it.
Charizard Y- If it carries Focusmiss then I have a problem, if not then I can wall it with heatran. Maybe I should run a rock move on heatran for this mon.
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