TEAM SIX STAR
Hello there it's been a long time since I've posted a team I've used on Showdown. I've been tinkering around with this team for a while and been having so much fun with it I figured I'd toss it on here for others to chip in and improve the team or just give some opinions. Gonna keep this introduction short and move straight to the team!
The Team
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Calm Mind
- Roost
Setup sweeper for the team when all the checks have been cleared Calm Mind can be a great asset when put on the right team. Pairs well with Klefki as well who can cripple faster threats to it as well as both resisting each other's weaknesses. Life Orb over Leftovers as Latios is more of a offensive Calm Mind user compared to the defensive Latias
- Draco Meteor STAB to break Pokemon weak or neutral to it. Have to be careful though as it's a nasty move to be locked into with Fairy immunity and the sharp SpA drop.
- Psyshock Second STAB to hit Pokemon like Keldeo, Mega Lopunny and Gengar.
- Calm Mind Boosts Latios SpA and SpD by one stage for the purpose of sweeping.
- Roost Allows it to recover half while setting up as well as heal off Life Orb recoil.
Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD/ 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Taunt
One of my favorites since it gained the ability Contrary. Serperior has become quite a terror in the current meta with good speed and pseudo 140 BP damage Nasty Plot. It also helps clear through bulky water and ground Pokemon that would be problematic for the rest of the team.
- Leaf Storm It's STAB and boosting move that raises it's special attack by two stages. Great for spamming on forced switches and getting rid of pests like Azumarill or Hippowdon.
- Shadow Ball Used for neutral coverage and hitting dragon Pokemon like Garchomp.
- Hidden Power Fire Handles various Steel Pokemon that would otherwise wall it.
- Taunt Cripples stall Pokemon that will try to wall Serperior.
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Smack Down
- Stealth Rock
Rock setter and Talonflame check Landorus-T and is the team's glue resisting several of the team's weaknesses and sporting a nice ground immunity. I went with the offensive set since while my team is a more offensive in nature than defensive. Soft boosts Earthquake which he'll be spamming when not setting up rocks.
- Earthquake Main STAB used to wreck Steels, Fire and the less common Poison types not much to explain here.
- U-Turn Keeps up momentum and allows more frail team members to switch in safely.
- Smack Down Used to knock down Talonflame and Skarmory who are dicks making them open to Earthquake next turn.
- Stealth Rock Hazard of choice to pressure Pokemon like Talonflame, Weavile and Charizard.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Switch in for Fairies as well as dropping Spikes to help members turn 2HKOs in OHKOs. Klefki is great in this current meta and does wonders for the team neutering faster threats with Prankster Thunder Wave. Can also do some decent damage with it's Fairy STAB on frailer opponents
- Spikes As said before used to help Pokemon on the team that are just short of OHKOing certain opponents.
- Thunder Wave Cripples faster Pokemon and setup sweepers.
- Magnet Rise Priority Ground immunity helps it with the ever common Earthquake leaving it only weak to Fire.
- Play Rough Picks off frailer threats like Weavile or 4x weak threats like Hydeigon.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Waterfall
- Play Rough
- Knock Off
- Aqua Jet
Physical wall breaker to soften up threats to Mega Lopunny and all around helpful team mate towards the rest of my mons. Forces several switches and is great at picking off weaken threats with STAB priority. Choice Band was chose to get a much immediate power as possible though have to be careful with prediction
- Waterfall Main STAB for hitting mons weak to or neutral to water. Flinch does little help though since Azumarill doesn't outspeed much.
- Play Rough Secondary STAB to take out Dragons, Dark and Fighting types like Garchomp, Weavile and Mega Lopunny.
- Knock Off Dark attack to give the middle finger to Slowbro who is a pain for this team.
- Aqua Jet STAB priority to pick of weaken threats and get by Azumarill's terrible speed.
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- High Jump Kick
- Return
- Power-up Punch
The MVP of my team and one of my favorite Pokemon. Mega Lopunny makes an amazing cleaner and works great on my team. With it's speed and power it cleans through several of the slower threats and will pick off weakened opponents given the right support.
- Encore Used against bulkier opponents that will try to setup on Lopunny.
- High Jump Kick Main STAB that does large amounts of damage to neutral targets though I have beware of Protect.
- Return Secondary STAB for anything that resists High Jump Kick or find it too risky to use.
- Power-up Punch This move can turn Mega Lopunny into a wallbreak causing grief to unsuspecting teams that would have normally would be checks/counters destroyed.
Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD/ 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Taunt
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Smack Down
- Stealth Rock
Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Waterfall
- Play Rough
- Knock Off
- Aqua Jet
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Calm Mind
- Roost
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- High Jump Kick
- Return
- Power-up Punch
Ability: Contrary
EVs: 252 SpA / 4 SpD/ 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Taunt
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Smack Down
- Stealth Rock
Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Waterfall
- Play Rough
- Knock Off
- Aqua Jet
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Calm Mind
- Roost
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- High Jump Kick
- Return
- Power-up Punch
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