First things first, hi! I'm new around here, even though I have been reading the forums for about two years now. I never had much luck with competitive play, but lately I've felt like it and have been harvesting some good results.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
I like fast mega evolutions that OHKO unaware opponents, so the first spot on my team was decided between Mega Lopunny and Mega Beedrill. I went for Lopunny since she can hit most opponents harder than Mega Bee, plus she is able to sweep without setting up and doesn't lose a turn with protect to go mega, doing cheap damage with Fake Out (and revenge killing), Ice Punch to deal with Dragonites that want to set up and weakened Land-T. Obvious STABs, hitting ice, rock, dark, metal and normal very hard, normally OHKOing it with Fake Out plus Return, using this she can kill Gengar, some Charizards and most offensive pokémon. The fact that she has little trouble killing enemies that lost health to Spikes and SR plus her amazing 400+ speed is my main win condition.
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Megahorn
- Toxic Spikes
- Spikes
- Endeavor
Scolipede is one of the leads I often use against more agressive teams and teams without magic bouce. I start with T. Spikes, if the opponent attacks me hard enough, I use Endeavor and take him with me, trading a lead for another and leaving the fied with a hazard. On some lucky cases I get to use spikes while the opponents set up with a non priority user, get to 1 HP, Endeavor and kill with either Lopunny or Bisharp. Megahorn is also a good emergency measure to deal with Psychic types and ocasional Dark types. I analyse how many steel types, flying/levitate mons and defog/spinners and grounded poison types that can remove my hazard before I open with him. Most times his damage helps Lopunny to sweep.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Swords Dance
- Sucker Punch
Bisharp is the only poké I have to make an opponent think twice before using defog. All in all he is very solid and can deal with fairys and psychic, great on setting up through mind games and sweeping late game. Since his main role is to get rid of Lati@s, maybe I could fit pursuit here somewhere, but I wonder what to remove, since Knock Off cripples a lot of things on the switch and I need Iron Head coverage.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock
Tankchomp is by far one of my favorites, walling most physical attackers completly, punishing scouters, putting up hazard and phazing whoever thinks to set up on him. I find myself using him a lot to counter Talonflame and Scizor. Also, Fire Blast gets rid of Ferrothorn, but I'm not very attached to this move whatsoever and would like to know a good replacement to it.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
A bulky fairy type to deal with most dragons and special attackers that don't hit that hard. One STAB and Flamethrower, because my team lacks fire moves. Calm Mind and Soft-Boiled to set up and remains healthy through the match. This spread helps me survive one bullet punch from Scizor and kill him back in a pinch.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Keldeo is my main special sweeper for late game, Icy Wind in case I lose Lopunny early I can still deal with dragons, his set it pretty standart and so is his spreand. He is here specially because I need someone to deal with physical walls. I find it hard to use him sometimes, specially because he lacks defensive abilities (as great part of my team)
Mostly I lack a mon immune to ground type, and a some kind of way to remove hazards. Probably there are many other flaws, but these are the ones I have been strugling the most against. Any kind of feedback is welcome. I just don't feel like giving up on Lopunny, Scolipede and Garchomp, but with good reasoning wouldn't feel bad on doing so. Anyway, thanks in advance for reading up so far, it's been around two years since I last wrote this much in english, so sorry for the very probable grammar errors.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
I like fast mega evolutions that OHKO unaware opponents, so the first spot on my team was decided between Mega Lopunny and Mega Beedrill. I went for Lopunny since she can hit most opponents harder than Mega Bee, plus she is able to sweep without setting up and doesn't lose a turn with protect to go mega, doing cheap damage with Fake Out (and revenge killing), Ice Punch to deal with Dragonites that want to set up and weakened Land-T. Obvious STABs, hitting ice, rock, dark, metal and normal very hard, normally OHKOing it with Fake Out plus Return, using this she can kill Gengar, some Charizards and most offensive pokémon. The fact that she has little trouble killing enemies that lost health to Spikes and SR plus her amazing 400+ speed is my main win condition.
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Megahorn
- Toxic Spikes
- Spikes
- Endeavor
Scolipede is one of the leads I often use against more agressive teams and teams without magic bouce. I start with T. Spikes, if the opponent attacks me hard enough, I use Endeavor and take him with me, trading a lead for another and leaving the fied with a hazard. On some lucky cases I get to use spikes while the opponents set up with a non priority user, get to 1 HP, Endeavor and kill with either Lopunny or Bisharp. Megahorn is also a good emergency measure to deal with Psychic types and ocasional Dark types. I analyse how many steel types, flying/levitate mons and defog/spinners and grounded poison types that can remove my hazard before I open with him. Most times his damage helps Lopunny to sweep.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Swords Dance
- Sucker Punch
Bisharp is the only poké I have to make an opponent think twice before using defog. All in all he is very solid and can deal with fairys and psychic, great on setting up through mind games and sweeping late game. Since his main role is to get rid of Lati@s, maybe I could fit pursuit here somewhere, but I wonder what to remove, since Knock Off cripples a lot of things on the switch and I need Iron Head coverage.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock
Tankchomp is by far one of my favorites, walling most physical attackers completly, punishing scouters, putting up hazard and phazing whoever thinks to set up on him. I find myself using him a lot to counter Talonflame and Scizor. Also, Fire Blast gets rid of Ferrothorn, but I'm not very attached to this move whatsoever and would like to know a good replacement to it.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
A bulky fairy type to deal with most dragons and special attackers that don't hit that hard. One STAB and Flamethrower, because my team lacks fire moves. Calm Mind and Soft-Boiled to set up and remains healthy through the match. This spread helps me survive one bullet punch from Scizor and kill him back in a pinch.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Keldeo is my main special sweeper for late game, Icy Wind in case I lose Lopunny early I can still deal with dragons, his set it pretty standart and so is his spreand. He is here specially because I need someone to deal with physical walls. I find it hard to use him sometimes, specially because he lacks defensive abilities (as great part of my team)
Mostly I lack a mon immune to ground type, and a some kind of way to remove hazards. Probably there are many other flaws, but these are the ones I have been strugling the most against. Any kind of feedback is welcome. I just don't feel like giving up on Lopunny, Scolipede and Garchomp, but with good reasoning wouldn't feel bad on doing so. Anyway, thanks in advance for reading up so far, it's been around two years since I last wrote this much in english, so sorry for the very probable grammar errors.
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