(As I am new to the forums please forgive my inexperience and feel free to comment on how I can improve)
Hello everyone I've been working on this team for a while and have found quite a good amount of success with it. Many of my losses come from personal misplays but I am aware that my team may be to blame as well. For starters I have had huge amounts of trouble dealing with water types, particularly bulky ones. Swampers, suicunes, manaphys, and quagsires are among the top threats that I've noticed so far. Ice types also seem to pose a threat. But, Without further delay, I shall share my team; feel free to make improvements that you think may help. Also I like to try to make my teams in-game so I would prefer that you not suggest legendarys since they are rather difficult to perfect.
Garchomp (Gabby) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance
Garchomp has proven to be a very good lead for me. If the opposing lead can OHKO or can 2HKO and is faster the sash usually guarentees that I at least get rocks up. If I'm faster I can usually get an earthquake or dragon claw off before he gets KOed. If the opponent doesn't immediately threaten Garchomp I can try to get some early damage done and set up with SD.
Lucario (Arthur) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Extreme Speed
- Swords Dance
- Ice Punch
Lucario is used as a physical wallbreaker and with a +2 can do quite a good amount of damage with extreme speed. Being that its is outsped by many mons and is weak to fire moves and earthquake, it usually is a hit or miss on whether or not it will do anything during the game. Suggestions for another wallbreaker would be greatly appreciated. I also use lucario to counter any gliscors that I may run across, since I dont have too much of an answer to them otherwise.
Azumarill (Allen) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall
Azumarill is used as my second wallbreaker and provides a lot to the team defensively. The fairy coverage is nice and the aqua jet makes for good late game cleans and is handy when the priority is needed. Knock off provides some decent utility as well and is able to get rid of any pesky psychic types I may face.
Talonflame (Amber) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Talon flame is just a good pokemon to have in the current meta. She makes a good offensive bird-spam core with mega pinsir and has a phenominal ability in gale wings. I chose to run with the sharp beak so that I still get some bonuses on the brave bird but don't suffer the horrendous recoil that results from a strong BB or FB with a life orb.
Pinsir (Keisha) @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
Pinsir goes well with talonflame and can do quite a bit of damage with the aerilate boosted quick attack and return. Assuming that the other mons have cleared the way for this core to function properly, a SD boosted mega pinsir or talonflame should be able to win the game for me. What usually happens is I will be left with pinsir or talonflame and I just choose which one will have the type advantage or moves needed to finish off the game. One will usually fall before the other can sweep however.
Excadrill (Doug) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head
Since a lot of my team is weak to stealth rocks I needed a pokemon to serve utility purposes. Since excdrill is pretty weak to an earthquake or fire move I prefer to use a scarf on this set an I have had man clutch situations where the scarf let me win 1v3 situations. I was debating on whether or not to use jolly or adamant and after seeing that a jolly drill can outspeed a +1 mega alteria it looks quite tempting. My question here is, does the increased speed make up for the drop in damage? If he still hits very hard after the drop I might see myselft breeding for one with jolly. Also a fast rapid spin is nice in some situations so I'd like to keep RS and the scarf on Excadrill.
If you've made it this far, thank you for your time! If you have any improvements to suggest feel free to share!
Hello everyone I've been working on this team for a while and have found quite a good amount of success with it. Many of my losses come from personal misplays but I am aware that my team may be to blame as well. For starters I have had huge amounts of trouble dealing with water types, particularly bulky ones. Swampers, suicunes, manaphys, and quagsires are among the top threats that I've noticed so far. Ice types also seem to pose a threat. But, Without further delay, I shall share my team; feel free to make improvements that you think may help. Also I like to try to make my teams in-game so I would prefer that you not suggest legendarys since they are rather difficult to perfect.
Garchomp (Gabby) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance
Garchomp has proven to be a very good lead for me. If the opposing lead can OHKO or can 2HKO and is faster the sash usually guarentees that I at least get rocks up. If I'm faster I can usually get an earthquake or dragon claw off before he gets KOed. If the opponent doesn't immediately threaten Garchomp I can try to get some early damage done and set up with SD.
Lucario (Arthur) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Extreme Speed
- Swords Dance
- Ice Punch
Lucario is used as a physical wallbreaker and with a +2 can do quite a good amount of damage with extreme speed. Being that its is outsped by many mons and is weak to fire moves and earthquake, it usually is a hit or miss on whether or not it will do anything during the game. Suggestions for another wallbreaker would be greatly appreciated. I also use lucario to counter any gliscors that I may run across, since I dont have too much of an answer to them otherwise.
Azumarill (Allen) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall
Azumarill is used as my second wallbreaker and provides a lot to the team defensively. The fairy coverage is nice and the aqua jet makes for good late game cleans and is handy when the priority is needed. Knock off provides some decent utility as well and is able to get rid of any pesky psychic types I may face.
Talonflame (Amber) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Talon flame is just a good pokemon to have in the current meta. She makes a good offensive bird-spam core with mega pinsir and has a phenominal ability in gale wings. I chose to run with the sharp beak so that I still get some bonuses on the brave bird but don't suffer the horrendous recoil that results from a strong BB or FB with a life orb.
Pinsir (Keisha) @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
Pinsir goes well with talonflame and can do quite a bit of damage with the aerilate boosted quick attack and return. Assuming that the other mons have cleared the way for this core to function properly, a SD boosted mega pinsir or talonflame should be able to win the game for me. What usually happens is I will be left with pinsir or talonflame and I just choose which one will have the type advantage or moves needed to finish off the game. One will usually fall before the other can sweep however.
Excadrill (Doug) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head
Since a lot of my team is weak to stealth rocks I needed a pokemon to serve utility purposes. Since excdrill is pretty weak to an earthquake or fire move I prefer to use a scarf on this set an I have had man clutch situations where the scarf let me win 1v3 situations. I was debating on whether or not to use jolly or adamant and after seeing that a jolly drill can outspeed a +1 mega alteria it looks quite tempting. My question here is, does the increased speed make up for the drop in damage? If he still hits very hard after the drop I might see myselft breeding for one with jolly. Also a fast rapid spin is nice in some situations so I'd like to keep RS and the scarf on Excadrill.
If you've made it this far, thank you for your time! If you have any improvements to suggest feel free to share!
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