Introduction:
I'm back with another team, or to be specific, a remodified team after my previous was bad due to the weak strategy and synergy. This team, like my previous, is based on preparing a Moltres sweep.
Development of the team:
Well, I wanted the team to be mostly defensive because my prediction isn't the most excellent. Moltres has this horrid weakness to Stealth rock so a spinner was neccessary. So the team mainly comprises of 2 Special Sweepers, 1 Physical sweeper, 2 Bulky Sweepers and a Special wall. I found a physical wall completely uncessary.
Overview of the team:
Now, on with the movesets, description and strategy.
The Team:
Supernova
Moltres@Choice Specs
Nature: Modest.
Ability: Pressure
EVs: 252 Spe, 252 SpA, 4 HP
-Overheat
-Hidden Power:[Grass]
-Air Slash
-Flamethrower
Description:
She's the star of the team, as well as my uncommon lead. She suprises her foes with an Overheat more destructive than a Specsmence's Draco Meteor. Hidden Power is to keep the annoying Swampert leads away. Air Slash is a basic STAB move to attack with and Flamethrower is my reliable last move. She also works as an Mixnape counter.
Changes which can be made:
She could use a timid Nature. It helps her tie with base 90's and neutral natured base 100's. It would bring her attack power down to that of a specsmence though. U-turn is also an option for scouting.
Synergy:
Well, she's the focus of the team. She also covers Jirachi's weaknesses quite nicely. Takes Grass hits for Starmie as well.
Shimmer
Starmie@leftovers
Nature: Timid
Ability: Natural Cure
EVs: 172 HP, 216 Spe, 120 SpA
-Ice Beam
-Surf
-Rapid Spin
-Recover
Description:
She's pretty much the standard Rapid Spinner set. Enough Special attack to take down Garchomp with Ice beam and Surf works just fine. Unfortunately, there wasn't room for Thunderbolt on this set because of recover.
Changes which can be made:
I'm not sure there's much to change. This spinner is just awesome.
Synergy:
She's here to spin the spikes and more importantly Stealth rocks away for moltres to switch in safely without a cut in her hitpoints. She can take an ice beam directed to Dragonite if needed to.
Fire Lily
Mesprit@leftovers
Nature: Bold
Ability: Levitate
EVs: 252 HP, 176 Def, 80 SpA
-U-turn
-Ice Beam
-Thunderbolt
-Thunderwave
Description:
She's the first of my bulky sweepers. She basically supports the team by taking hits from Garchomp, Gyarados and Infernape. She has enough Special Attack to 2HKO a Yache-chomp and gyarados is taken down by paralysis first and later continuous Ice Beams. U-turn is for scouting. Infernape is handled by T-waving and U-turned to Moltres.
Changes which can be made:
Nothing much as I can see.
Synergy:
Well, she T-waves to cripple all the sweepers that can potentially threaten the team with speed and attack. She is also a good scouter for threats with U-turn. She counters gyarados which wall Moltres.
Wishmaster
Jirachi@Leftovers
Nature: Impish
Ability: Serene Grace
EVs: 240 HP, 56 Atk, 72 Def, 140 Spe
-Zen Headbutt
-Body Slam
-Wish
-U-turn
Description:
Well, he is this team's wish passer and paralysis support. Body slam is there for those ground typed annoyances that can't be hit by Thunderwave. Zen Headbutt can flinchhax with Serene grace's help. Another scouter for annoying the opponent. If only I had room for a dugtrio somewhere.
Changes which can be made:
Don't think this could be changed that much.
Synergy:
He helps wish pass to Mesprit, Moltres and Dragonite for durability. Paralysis support for Moltres to sweep. It also covers all of Moltres' weaknesses.
Tempest
Dragonite@Yache Berry
Nature: Adamant
Ability: Inner Focus
EVs: 252 Atk, 64 HP, 192 Spe
-Dragon Dance
-Outrage
-Fire Punch
-Earthquake
Description:
He's the physical sweeper and he pretty much sets up and sweeps easy. Yache berry allows him at least 1 DD so that he can outspeed and kill. Outrage is the reason I'm using a DDnite. Earthquake is for heatran who walls the Dragon+Fire combo.
Changes which can be made:
Possibly Fire Blast over Fire punch for the extra kick on Bronzong and Skarm. I'm thinking that there's way too much fire attacks here and I might forgo a fire attack on him.
Synergy:
He eliminates threats which wall Moltres and Annihilates everything that can be killed by it.
Amaranth
Blissey@leftovers
Nature: Bold
Ability: Natural Cure
EVs: 252 HP, 252 Def, 4 SAtk
-Softboiled
-Heal Bell
-Flamethrower
-Seismic toss
Description:
ObiBliss-esque but with Heal bell for team support instead of paralysis. She's my basic special wall meant to take in hits. She has Seismic toss for basic damage and Flamethrower for forretress who thinks it can set up on her and for ghosts more importantly.
Changes which can be made:
I don't think it needs to change.
Synergy:
Keeps nasty thunderbolts/Surfs away from Moltres. Keeps the team status free.
That's about the team in general. Critique would be appreciated.
I'm back with another team, or to be specific, a remodified team after my previous was bad due to the weak strategy and synergy. This team, like my previous, is based on preparing a Moltres sweep.
Development of the team:
Well, I wanted the team to be mostly defensive because my prediction isn't the most excellent. Moltres has this horrid weakness to Stealth rock so a spinner was neccessary. So the team mainly comprises of 2 Special Sweepers, 1 Physical sweeper, 2 Bulky Sweepers and a Special wall. I found a physical wall completely uncessary.
Overview of the team:






Now, on with the movesets, description and strategy.
The Team:
Supernova

Moltres@Choice Specs
Nature: Modest.
Ability: Pressure
EVs: 252 Spe, 252 SpA, 4 HP
-Overheat
-Hidden Power:[Grass]
-Air Slash
-Flamethrower
Description:
She's the star of the team, as well as my uncommon lead. She suprises her foes with an Overheat more destructive than a Specsmence's Draco Meteor. Hidden Power is to keep the annoying Swampert leads away. Air Slash is a basic STAB move to attack with and Flamethrower is my reliable last move. She also works as an Mixnape counter.
Changes which can be made:
She could use a timid Nature. It helps her tie with base 90's and neutral natured base 100's. It would bring her attack power down to that of a specsmence though. U-turn is also an option for scouting.
Synergy:
Well, she's the focus of the team. She also covers Jirachi's weaknesses quite nicely. Takes Grass hits for Starmie as well.
Shimmer

Starmie@leftovers
Nature: Timid
Ability: Natural Cure
EVs: 172 HP, 216 Spe, 120 SpA
-Ice Beam
-Surf
-Rapid Spin
-Recover
Description:
She's pretty much the standard Rapid Spinner set. Enough Special attack to take down Garchomp with Ice beam and Surf works just fine. Unfortunately, there wasn't room for Thunderbolt on this set because of recover.
Changes which can be made:
I'm not sure there's much to change. This spinner is just awesome.
Synergy:
She's here to spin the spikes and more importantly Stealth rocks away for moltres to switch in safely without a cut in her hitpoints. She can take an ice beam directed to Dragonite if needed to.
Fire Lily

Mesprit@leftovers
Nature: Bold
Ability: Levitate
EVs: 252 HP, 176 Def, 80 SpA
-U-turn
-Ice Beam
-Thunderbolt
-Thunderwave
Description:
She's the first of my bulky sweepers. She basically supports the team by taking hits from Garchomp, Gyarados and Infernape. She has enough Special Attack to 2HKO a Yache-chomp and gyarados is taken down by paralysis first and later continuous Ice Beams. U-turn is for scouting. Infernape is handled by T-waving and U-turned to Moltres.
Changes which can be made:
Nothing much as I can see.
Synergy:
Well, she T-waves to cripple all the sweepers that can potentially threaten the team with speed and attack. She is also a good scouter for threats with U-turn. She counters gyarados which wall Moltres.
Wishmaster

Jirachi@Leftovers
Nature: Impish
Ability: Serene Grace
EVs: 240 HP, 56 Atk, 72 Def, 140 Spe
-Zen Headbutt
-Body Slam
-Wish
-U-turn
Description:
Well, he is this team's wish passer and paralysis support. Body slam is there for those ground typed annoyances that can't be hit by Thunderwave. Zen Headbutt can flinchhax with Serene grace's help. Another scouter for annoying the opponent. If only I had room for a dugtrio somewhere.
Changes which can be made:
Don't think this could be changed that much.
Synergy:
He helps wish pass to Mesprit, Moltres and Dragonite for durability. Paralysis support for Moltres to sweep. It also covers all of Moltres' weaknesses.
Tempest

Dragonite@Yache Berry
Nature: Adamant
Ability: Inner Focus
EVs: 252 Atk, 64 HP, 192 Spe
-Dragon Dance
-Outrage
-Fire Punch
-Earthquake
Description:
He's the physical sweeper and he pretty much sets up and sweeps easy. Yache berry allows him at least 1 DD so that he can outspeed and kill. Outrage is the reason I'm using a DDnite. Earthquake is for heatran who walls the Dragon+Fire combo.
Changes which can be made:
Possibly Fire Blast over Fire punch for the extra kick on Bronzong and Skarm. I'm thinking that there's way too much fire attacks here and I might forgo a fire attack on him.
Synergy:
He eliminates threats which wall Moltres and Annihilates everything that can be killed by it.
Amaranth

Blissey@leftovers
Nature: Bold
Ability: Natural Cure
EVs: 252 HP, 252 Def, 4 SAtk
-Softboiled
-Heal Bell
-Flamethrower
-Seismic toss
Description:
ObiBliss-esque but with Heal bell for team support instead of paralysis. She's my basic special wall meant to take in hits. She has Seismic toss for basic damage and Flamethrower for forretress who thinks it can set up on her and for ghosts more importantly.
Changes which can be made:
I don't think it needs to change.
Synergy:
Keeps nasty thunderbolts/Surfs away from Moltres. Keeps the team status free.
That's about the team in general. Critique would be appreciated.