| Description |
Recently I've created this team with some help from the NU chat room.
Thanks to everyone over there who wanted to help me out to build an awesome team.
As with every team, it has a few flaws but there are enough good things to make up for it.
So let's look at what this team is about.
| + And - |
s
The main goal of this team to outsustain the opponent (3 Pokémon with self-healing moves) while
being able to hit hard (with some setup).
________________________________________________________________________________
Let's jump into the details with the team's pokémon, abilities, items and stats.
Lead:
Prinplup @ Eviolite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Stealth Rock
- Defog
- Toxic
This is going to be your lead 90% of the time.
The only time you don't want to lead with Prinplum is when you see a ferroseed.
Because ferroseed will just laugh at you.
Obviously Stealth Rock is a must have on every team.
Defog is useful for removing all entry hazards on the field.
Scald for burn chance.
And toxic if you want to wear down annoying walls.
Offensive Mixed Wall:
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Heal Bell
- Dazzling Gleam
- Wish
The best cleric in the tier.
Status? don't think so.
It gets Calm Mind to boost the uninvested Special Defense and Special Attack.
Now you have a perfect offensive mixed wall that can sustain itself for quite some time.
Upon mega-evolving you get a nice STAB in the form of dazzling gleam.
Bulky Physical Attacker:
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk
A standard Malamar set, but really effective.
It doesn't need a lot of power because his ability does the job.
Superpower and Knock Off is enough to give Malamar good type coverage.
(Watch out for pokémon holding Colbur Berry)
He also has Rest-Talk for excellent sustain.
(Can be used as sleep fodder)
You might want to switch Malamar in on a wall.
Wallbreaker (physical):
Golurk @ Choice Band
Ability: Iron Fist
Shiny: Yes
EVs:252 72 HP / 252 Atk / 4 Def 184 Spd (Thanks to Winter's Howl: Now you outspeed 210 speed pokémon)
Adamant Jolly Nature
- Ice Punch
- Drain Punch
- Shadow Punch
- Earthquake
Golurk is very slow, but is so good at breaking walls that even Miley Cyrus is jealous.
Using the unusual ability Iron Fist, it powers up 3 of his moves:
- Ice Punch is there for great coverage.
- Drain Punch is there for coverage and sustain.
- Shadow Punch, most powerful on Golurk, is there for great stab.
And to top it off, we have a nice powerful, never missing, stab EQ.
Specially Offensive Steel Trapper:
Magneton @ Choice Specs / Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Welcome back my friend!
He spent some time in RU and finally came back.
In the first place Magneton is an excellent steel trapper.
In this case follow the first set:
HP fire to destroy steel types.
T-bolt for great stab.
Volt Switch for switch initiative.
And Flash Cannon your second stab.
However, since there aren't a lot of steel types to trap, you can always follow the second set.
Magneton @ Choice Specs / Eviolite
Ability: Analytic
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
This set is meant to take some hits while being extremely powerful.
Again, the item choice is up to you, whatever fits your team the best.
(Moves are the same)
Lategame Sweeper:
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Quick Attack
- Facade
- Close Combat
Zangoose is capable of wrecking the opponent lategame.
Facade becomes incredibly powerful in combination with toxic orb, and toxic boost.
Quick Attack is usefull if the opponent has faster glass cannons.
Knock Off wipes out any Psychic/Ghost type (without Colbur Berry)
And Close Combat will deal with some pokémon that resist Knock Off and Facade.
______________________________________________________________________________
I've put a lot of effort in making this team, and making this thread.
Now it's up to you!
Test it out, and leave your thoughts down here.
Before you write anything down, I want to address that I will only read constructive feedback, that if you suggest a different pokémon or moveset on this team, you give enough reasons why.
Thanks for reading it the whole way through! :D
Recently I've created this team with some help from the NU chat room.
Thanks to everyone over there who wanted to help me out to build an awesome team.
As with every team, it has a few flaws but there are enough good things to make up for it.
So let's look at what this team is about.
| + And - |
s
+
- This team is for the most part defensive, and can take a couple of hits.
- While being somewhat defensive, all of the pokémon are capable of dishing out a fair amount of damage.
- Mega-Audino makes sure every pokémon stays on the battlefield for quite some time, with the use of heal bell and wish.
- Every pokémon on this team (except Prinplup) has an immunity to at least one type.
.-
- The only type that doesn't get resisted on this team is ground, which is a common type under the form of Earthquake.
- Unless you decide to switch Magneton's Choice Specs for Choice Scarf, you won't be outspeeding a lot of things.
The main goal of this team to outsustain the opponent (3 Pokémon with self-healing moves) while
being able to hit hard (with some setup).
________________________________________________________________________________
Let's jump into the details with the team's pokémon, abilities, items and stats.
Lead:
Prinplup @ Eviolite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Stealth Rock
- Defog
- Toxic
This is going to be your lead 90% of the time.
The only time you don't want to lead with Prinplum is when you see a ferroseed.
Because ferroseed will just laugh at you.
Obviously Stealth Rock is a must have on every team.
Defog is useful for removing all entry hazards on the field.
Scald for burn chance.
And toxic if you want to wear down annoying walls.
Offensive Mixed Wall:
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Heal Bell
- Dazzling Gleam
- Wish
The best cleric in the tier.
Status? don't think so.
It gets Calm Mind to boost the uninvested Special Defense and Special Attack.
Now you have a perfect offensive mixed wall that can sustain itself for quite some time.
Upon mega-evolving you get a nice STAB in the form of dazzling gleam.
Bulky Physical Attacker:
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk
A standard Malamar set, but really effective.
It doesn't need a lot of power because his ability does the job.
Superpower and Knock Off is enough to give Malamar good type coverage.
(Watch out for pokémon holding Colbur Berry)
He also has Rest-Talk for excellent sustain.
(Can be used as sleep fodder)
You might want to switch Malamar in on a wall.
Wallbreaker (physical):
Golurk @ Choice Band
Ability: Iron Fist
Shiny: Yes
EVs:
- Ice Punch
- Drain Punch
- Shadow Punch
- Earthquake
Golurk is very slow, but is so good at breaking walls that even Miley Cyrus is jealous.
Using the unusual ability Iron Fist, it powers up 3 of his moves:
- Ice Punch is there for great coverage.
- Drain Punch is there for coverage and sustain.
- Shadow Punch, most powerful on Golurk, is there for great stab.
And to top it off, we have a nice powerful, never missing, stab EQ.
Specially Offensive Steel Trapper:
Magneton @ Choice Specs / Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Welcome back my friend!
He spent some time in RU and finally came back.
In the first place Magneton is an excellent steel trapper.
In this case follow the first set:
HP fire to destroy steel types.
T-bolt for great stab.
Volt Switch for switch initiative.
And Flash Cannon your second stab.
However, since there aren't a lot of steel types to trap, you can always follow the second set.
Magneton @ Choice Specs / Eviolite
Ability: Analytic
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
This set is meant to take some hits while being extremely powerful.
Again, the item choice is up to you, whatever fits your team the best.
(Moves are the same)
Lategame Sweeper:
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Quick Attack
- Facade
- Close Combat
Zangoose is capable of wrecking the opponent lategame.
Facade becomes incredibly powerful in combination with toxic orb, and toxic boost.
Quick Attack is usefull if the opponent has faster glass cannons.
Knock Off wipes out any Psychic/Ghost type (without Colbur Berry)
And Close Combat will deal with some pokémon that resist Knock Off and Facade.
______________________________________________________________________________
I've put a lot of effort in making this team, and making this thread.
Now it's up to you!
Test it out, and leave your thoughts down here.
Before you write anything down, I want to address that I will only read constructive feedback, that if you suggest a different pokémon or moveset on this team, you give enough reasons why.
Thanks for reading it the whole way through! :D
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