I've recently been working on a team for DOU, centering on Zard Y, and it has been doing well for the past few days with little change. However, suddenly, I only seem to win the occasional match by a lucky call. So, I'm looking for help on how to make my team more reliable and consistent. I'm open to any and all advice that doesn't involve taking out Zard Y (because he's kind of what I based the team around). However, if you think that creating a team around him is that troubling, then feel free to explain why I should go back to square one. With that said, let's cut to the chase.
Charizor (Charizard) @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Heat Wave
- Overheat
- Solar Beam
- Protect
Like I mentioned earlier, Charizor is the main Poke of the team. He brings the sun for others to abuse, and uses it his own self in order to punch holes in enemy teams. I chose Solar Power over Blaze for when I'm going against other sun teams (SP Zard is nuts). Heat Wave is the obligatory STAB move. Solar Beam is to take out threatening rock- and water-types. Protect is a utility move for stalling out tailwind, staying in and waiting for another 'mon to support it, etc. Overheat is to nuke pretty much anything at the expense of switching out or being sacrificed. Nature and EV spread is for most damage possible while outspeeding whatever it can, because bulky investment can't protect it from its most common threats (rocks, sucker punch, you know the stuff).
Heliomar (Heliolisk) @ Choice Scarf
Ability: Solar Power
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hyper Voice
- Thunderbolt
- Hidden Power [Ice]
Heliomar has been on the team for as long as anyone else, and for good reason. He is also running Solar Power, but he gets more use of it. The Scarf is to outspeed base 110s (109... really?) and higher, as well as scarfed threats (most notably, Landorous-T). Nature and EVs are similar to Charizor's for the same reason, but he's modest because the scarf makes the extra speed from timid obsolete. Hyper Voice is for spread STAB, Thunderbolt is focus STAB, and HP Ice is for OHKing Landy in the sun (and most of the time without sun). Focus Blast is new, and is basically for Heatran and whatever else it can hit the hardest. I've never known what to do with this slot, and I don't like the shaky accuracy, but it fits (at least for now).
Venusir (Venusaur) (M) @ Life Orb
Ability: Chlorophyll
EVs: 160HP / 252 SpA / 96 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
Venusir is my chlorophyll sweeper, who also sponges some attacks. Life Orb is to maximize damage without getting locked into one move. The EVs are spread to make Venusir hit as hard as possible and outspeed Mega Lopunny in the sun. The rest is dumped into HP to increase survivability. Giga Drain over Solar Beam in case sun runs out, and to recover health lost from Life Orb (and anything else). Sludge Bomb is Venusir's nuke, andHP Ground is to prevent him from being walled by Heatran (and Ferrothorn, but it doesn't do much). Protect is to wait for sun, stall out tailwind, and so on.
Togeflinch (Togekiss) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Follow Me
- Wish
- Air Slash
- Tailwind
Togeflinch's name is a hint at only a bonus, not its main purpose. Togeflinch is on the team to support others' sweeping. I chose leftovers to add extra sustain. Nature and EV spread is to maximize bulk, while balancing defences. Follow Me is to protect more frail members from speedy Pokemon, as well as priority. Wish is for sustain, as well as healing others with the right moves. Air Slash is obvious STAB and flinch abuse. Finally, tailwind is to help Charizor's middling base speed, and counter opposing tailwinds.
Heatyrone (Heatran) @ Shuca Berry
Ability: Flash Fire
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Heat Wave
- Flash Cannon
- Earth Power
- Protect
Heatyrone is a reliable tank who can switch in on a lot, abuse the sun, and just chip away at the enemy team. Shuca Berry is to allow Heatyrone to survive most ground attacks at full health. Nature and EVs are to maximize power and bulk, while outspeeding opposing heatran. Heat Wave and Flash Cannon are obligatory STAB, and Earth Power is for opposing Heatran. On that note, I was thinking of putting what's in SpD into Spe in order to speed creep opposing Heatran. Protect is to stall the occasional threat (mostly ground attacks, especially if Shuca Berry is gone). It's also used for common protect utility.
Cresselia @ Safety Goggles
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Psyshock
- Icy Wind
- Moonlight
Cresselia is new, missing a nickname, and fills a hole on my team, where I didn't know what to put. I figured my team needed more backbone, so Cresselia seemed like a good idea. Leftovers is for automatic sustain. Nature and EVs are to maximize bulk and defense. Minimal investment in SpD because Calm Mind patches it anyway. Psyshock is STAB that hurts specially defensive pokemon. Icy Wind is for speed control, as well as picking off almost fainted pokemon (and even dragons after some boosting). Moonlight is to recover after sponging too many hits.
EDIT:
Zapdos @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 144 SpA / 112 Spe
Modest Nature
- Thunderbolt
- Heat Wave
- Hidden Power [Ice]
- Tailwind
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dragon Claw
- Rock Slide
- Earthquake
- Protect
Well, that's it folks. I appreciate any advice, and thank you in advance!
Charizor (Charizard) @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Heat Wave
- Overheat
- Solar Beam
- Protect
Like I mentioned earlier, Charizor is the main Poke of the team. He brings the sun for others to abuse, and uses it his own self in order to punch holes in enemy teams. I chose Solar Power over Blaze for when I'm going against other sun teams (SP Zard is nuts). Heat Wave is the obligatory STAB move. Solar Beam is to take out threatening rock- and water-types. Protect is a utility move for stalling out tailwind, staying in and waiting for another 'mon to support it, etc. Overheat is to nuke pretty much anything at the expense of switching out or being sacrificed. Nature and EV spread is for most damage possible while outspeeding whatever it can, because bulky investment can't protect it from its most common threats (rocks, sucker punch, you know the stuff).
Ability: Solar Power
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hyper Voice
- Thunderbolt
- Hidden Power [Ice]
Heliomar has been on the team for as long as anyone else, and for good reason. He is also running Solar Power, but he gets more use of it. The Scarf is to outspeed base 110s (109... really?) and higher, as well as scarfed threats (most notably, Landorous-T). Nature and EVs are similar to Charizor's for the same reason, but he's modest because the scarf makes the extra speed from timid obsolete. Hyper Voice is for spread STAB, Thunderbolt is focus STAB, and HP Ice is for OHKing Landy in the sun (and most of the time without sun). Focus Blast is new, and is basically for Heatran and whatever else it can hit the hardest. I've never known what to do with this slot, and I don't like the shaky accuracy, but it fits (at least for now).
Venusir (Venusaur) (M) @ Life Orb
Ability: Chlorophyll
EVs: 160HP / 252 SpA / 96 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
Venusir is my chlorophyll sweeper, who also sponges some attacks. Life Orb is to maximize damage without getting locked into one move. The EVs are spread to make Venusir hit as hard as possible and outspeed Mega Lopunny in the sun. The rest is dumped into HP to increase survivability. Giga Drain over Solar Beam in case sun runs out, and to recover health lost from Life Orb (and anything else). Sludge Bomb is Venusir's nuke, and
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Follow Me
- Wish
- Air Slash
- Tailwind
Togeflinch's name is a hint at only a bonus, not its main purpose. Togeflinch is on the team to support others' sweeping. I chose leftovers to add extra sustain. Nature and EV spread is to maximize bulk, while balancing defences. Follow Me is to protect more frail members from speedy Pokemon, as well as priority. Wish is for sustain, as well as healing others with the right moves. Air Slash is obvious STAB and flinch abuse. Finally, tailwind is to help Charizor's middling base speed, and counter opposing tailwinds.
Heatyrone (Heatran) @ Shuca Berry
Ability: Flash Fire
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Heat Wave
- Flash Cannon
- Earth Power
- Protect
Heatyrone is a reliable tank who can switch in on a lot, abuse the sun, and just chip away at the enemy team. Shuca Berry is to allow Heatyrone to survive most ground attacks at full health. Nature and EVs are to maximize power and bulk, while outspeeding opposing heatran. Heat Wave and Flash Cannon are obligatory STAB, and Earth Power is for opposing Heatran. On that note, I was thinking of putting what's in SpD into Spe in order to speed creep opposing Heatran. Protect is to stall the occasional threat (mostly ground attacks, especially if Shuca Berry is gone). It's also used for common protect utility.
Cresselia @ Safety Goggles
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Psyshock
- Icy Wind
- Moonlight
Cresselia is new, missing a nickname, and fills a hole on my team, where I didn't know what to put. I figured my team needed more backbone, so Cresselia seemed like a good idea. Leftovers is for automatic sustain. Nature and EVs are to maximize bulk and defense. Minimal investment in SpD because Calm Mind patches it anyway. Psyshock is STAB that hurts specially defensive pokemon. Icy Wind is for speed control, as well as picking off almost fainted pokemon (and even dragons after some boosting). Moonlight is to recover after sponging too many hits.
EDIT:
Zapdos @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 144 SpA / 112 Spe
Modest Nature
- Thunderbolt
- Heat Wave
- Hidden Power [Ice]
- Tailwind
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dragon Claw
- Rock Slide
- Earthquake
- Protect
Well, that's it folks. I appreciate any advice, and thank you in advance!
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