Hello Smogon, this is my first RMT. After playing around with teams in the RMT archives, I decided to make my own team. I am not the most experienced battler out there, but I found this creation very enjoyable to play with and with your help, I believe that this team can be improved. This is an offensive team.
At a glance:
Click below to reveal my team building process. You'll also get a glimpse of how the team can work.
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 6 Atk / 252 Def
Nature: Relaxed (+Def, -Spe)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
Swampert is here to set up Stealth Rock. Its bulk, along with the given nature, allows it to withstand a fair amount of punishment early on. Earthquake and Ice Beam gives Swampert coverage. While Ice Beam comes off of Swampert's less impressive Special Attack, it puts the hurt on things that are 4x weak against it. Earthquake rounds out things nicely, and getting a benefit from STAB doesn't hurt it either. If I get to save Swampert for later, it can deal with things weak to ground. Roar gives Swampert phazing capabilities. As long as I play carefully, I'm usually able to keep Swampert alive after it uses Stealth Rock in the beginning.
Flygon (F) @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 Atk / 252 Spe
Nature: Jolly (+Spe, -SpA) / Naive (+Spe, -SpD)
- Earthquake
- Outrage
- U-turn
- Fire Blast
Scarf Flygon stood out to me as a great revenge killer. It is immune to Thunder Wave, doesn't get hurt by Stealth Rock like a granny, and has the chance to revenge against Dragon Dance users (provided that they only gained +1 when Flygon is sent in). Earthquake and Outrage are two strong STAB options for Flygon to revenge with. U-turn on a Scarf user allows me to use Flygon as a speedy scout early on. Fire Blast is my only option for Flygon to touch Skarmory. The nature suggested on the Analysis hinders SpA, however, so occasionally I would use Naive, which only affects my SpD (as opposed to Def, which can give Flygon trouble against most priority attacks). I would like some input on this matter
Scizor (F) @ Choice Band
Ability: Technician
EVs: 240 HP / 252 Atk / 18 Spe
Nature: Adamant (+Atk, -SpA)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
This is everyone's favorite little insect-man. Bullet Punch gives Scizor a strong STAB priority move. U-turn on Scizor is different than Flygon, since Scizor is slower; in this case, it gives me a chance to switch in something for "free". Either way, U-turn on both Scizor and Flygon lets me scout in slightly different ways. Pursuit nails those Psychics and Ghosts that are susceptible to it. Superpower rounds out Scizor's coverage. For the EVs on this Scizor, I've given it a bit more speed to outpace opposing CB Scizors, which can come in handy.
Breloom (F) @ Toxic Orb
Ability: Poison Heal
EVs: 46 HP / 252 Atk / 212 Spe
Nature: Adamant (+Atk, -SpA)
- Spore
- Substitute
- Focus Punch
- Seed Bomb
I'll admit it, Spore sucks (in a good way). While there are many ways of circumventing sleep, it almost always guarantees one thing: a free turn for Breloom to set up a Substitute to hide behind. I can switch Breloom into Swampert fairly easily, provided that my opponent had no prior knowledge of its existence. In some cases, if I scare my opponent into switching when I have Jolteon in play, I can even Baton Pass a Substitute to Breloom so it can start up right away. Being resistant to Rock and Ground is a huge plus as well. I find that Breloom functions best when behind a Substitute; it gives Breloom cushion against priority and Scarf users, and Focus Punch can be used without worry. For example, if I'm hiding behind a Sub, it can even take on Scarf Heatran with Focus Punch. Seed Bomb allows me to threaten bulky waters (in addition to Jolteon) as well as giving me a secondary STAB option. Finally, Toxic Orb grants me a better healing option than Leftovers, as well as attaching a status on Breloom so it doesn't get affected by others. Given the availability of my two scouters, I have little to no difficulty getting Toxic Orb to activate in time.
For the EVs, I pumped up the Speed by 4 EVs/1 point so I can outspeed opposing standard Spore Puncher Brelooms (yes, this actually happened to me before, haha). In some cases, Breloom alone can drive some players insane.
Jolteon (F) @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 26 SpD / 232 Spe
IVs: 0 Atk
Nature: Timid (+Spe, -Atk)
- Thunderbolt
- Substitute
- Wish
- Baton Pass
A support set for Jolteon? Oh yes! This is the Team Support set taken from the Analysis page. In a nutshell, Jolteon helps create Substitutes for Breloom and Gyarados to enjoy. While Breloom with a Substitute can immediately start Focus Punching without worry, a Substitute for Gyarados gives it a chance to boost via Dragon Dance. I usually get the chance to either switch in Jolteon against something that threatens the opponent, such as a bulky water (that are not Water/Ground). Without prior knowledge, many opponents would simply switch (thinking that it's a Specs Jolteon or something), giving me an opportunity to create a Sub. From there, I can do a speedy Baton Pass to an appropriate recipient. Volt Absorb allows Jolteon to switch in to Thunder Waves and other electric attacks, allowing it to restore HP that were lost from creating Subs. Thunderbolt is Jolteon's STAB option and I prefer it to Discharge due to its raw power, which I do need at times. Finally, while not used as often as it should, Wish allows me to heal injured members when the opportunity presents itself.
As explained on the Analysis page, the given EVs allows my Subs to survive neutral Hidden Powers from 319 SpA. My speed is lower than the standard Jolteon so I can pass Subs I just created. At the same time, my Jolteon is still fast enough to outpace most Gyarados. The 0 IVs in Attack is just a nitpick, since I want to minimize confusion damage (if that ever shall happen...).
Gyarados (F) @ Leftovers
Ability: Intimidate
EVs: 74 HP / 252 Atk / 184 Spe
Nature: Adamant (+Atk, -SpA)
- Dragon Dance
- Waterfall
- Stone Edge
- Bounce
At this point, hopefully when opposing bulky waters has been eliminated and Gyarados is hiding behind a Sub from Jolteon (ideally), I can put on some hurt. Dragon Dance helps boost Gyarados when I predict a switch or behind a Sub, which allows it to be a menacing sweeper. Waterfall gives Gyarados a water STAB with a small chance of flinching. Stone Edge covers things such as Zapdos, Salamence, and other Gyarados. Bounce serves not only as a secondary STAB, but it also threatens Celebi into switching. While mid-air, Gyarados can benefit from Leftovers recovery as well. Should Bounce land a hit, it can also potentially induce paralysis, which is an added perk for the team. Leftovers compliment this bulkier EV spread nicely, giving Gyarados more longevity than the Life Orb counterpart.
Conclusion
While the team works nicely together, I often do not always get to do everything I want to do in a game, partly due to my own inexperience as a player. While I can improve my battling skills on my own, I also greatly appreciate any input the community can give to improve this team. Thank you for reading.
At a glance:
Click below to reveal my team building process. You'll also get a glimpse of how the team can work.
After surfing through the Analysis for awhile, I stumbled upon a pair of Pokemon that has the potential to work very well together. This duo consists of Gyarados and Jolteon. Jolteon absorbs electric attacks aimed at Gyarados, and Gyarados avoids ground attacks aimed at Jolteon. For Jolteon, I chose the Team Support set so it can pass Subs to Gyarados for set-up usage, as well as Wish support when needed. For Gyarados, I went for the standard Offensive DD Gyarados set with Bounce and a 72 HP / 252 Atk / 184 Spe spread for slightly more bulk with Leftovers.
From this point, I figured that I can use a member that can take both Rock and Ground attacks, as well as a resistance to status effects. Having someone that can take care of Swampert also helps, since Roar alone can be a huge downer. I chose Breloom to complete my core. Toxic Orb gives it immunity to hard status effects after being switched in for a turn, and Seed Bomb OHKOs Swampert. I chose the Spore Puncher set with Substitute.
With the core completed, I can start picking members that can scout and revenge. CB Scizor was the first Pokemon that came to mind; U-turn helps with scouting, and Bullet Punch gives it priority when needed. Pursuit is also a very useful asset. Jolly Choice Scarf Flygon also caught my attention; it resists Stealth Rock, is immune to Thunder Wave (a huge plus for Scarf users), and can defeat a +1 DDMence if I bring it in on time. The addition of U-turn gives Scarf Flygon scouting capabilities as well.
Finally, I need a lead that can both set up Stealth Rock and can be used later in the game. I went for MixPert for its bulk and its ability to phaze, which is missing from the rest of the team. Its typing also makes it weak to Grass only, which both Scizor and Breloom resists.
From this point, I figured that I can use a member that can take both Rock and Ground attacks, as well as a resistance to status effects. Having someone that can take care of Swampert also helps, since Roar alone can be a huge downer. I chose Breloom to complete my core. Toxic Orb gives it immunity to hard status effects after being switched in for a turn, and Seed Bomb OHKOs Swampert. I chose the Spore Puncher set with Substitute.
With the core completed, I can start picking members that can scout and revenge. CB Scizor was the first Pokemon that came to mind; U-turn helps with scouting, and Bullet Punch gives it priority when needed. Pursuit is also a very useful asset. Jolly Choice Scarf Flygon also caught my attention; it resists Stealth Rock, is immune to Thunder Wave (a huge plus for Scarf users), and can defeat a +1 DDMence if I bring it in on time. The addition of U-turn gives Scarf Flygon scouting capabilities as well.
Finally, I need a lead that can both set up Stealth Rock and can be used later in the game. I went for MixPert for its bulk and its ability to phaze, which is missing from the rest of the team. Its typing also makes it weak to Grass only, which both Scizor and Breloom resists.
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 6 Atk / 252 Def
Nature: Relaxed (+Def, -Spe)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
Swampert is here to set up Stealth Rock. Its bulk, along with the given nature, allows it to withstand a fair amount of punishment early on. Earthquake and Ice Beam gives Swampert coverage. While Ice Beam comes off of Swampert's less impressive Special Attack, it puts the hurt on things that are 4x weak against it. Earthquake rounds out things nicely, and getting a benefit from STAB doesn't hurt it either. If I get to save Swampert for later, it can deal with things weak to ground. Roar gives Swampert phazing capabilities. As long as I play carefully, I'm usually able to keep Swampert alive after it uses Stealth Rock in the beginning.
Flygon (F) @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 Atk / 252 Spe
Nature: Jolly (+Spe, -SpA) / Naive (+Spe, -SpD)
- Earthquake
- Outrage
- U-turn
- Fire Blast
Scarf Flygon stood out to me as a great revenge killer. It is immune to Thunder Wave, doesn't get hurt by Stealth Rock like a granny, and has the chance to revenge against Dragon Dance users (provided that they only gained +1 when Flygon is sent in). Earthquake and Outrage are two strong STAB options for Flygon to revenge with. U-turn on a Scarf user allows me to use Flygon as a speedy scout early on. Fire Blast is my only option for Flygon to touch Skarmory. The nature suggested on the Analysis hinders SpA, however, so occasionally I would use Naive, which only affects my SpD (as opposed to Def, which can give Flygon trouble against most priority attacks). I would like some input on this matter
Scizor (F) @ Choice Band
Ability: Technician
EVs: 240 HP / 252 Atk / 18 Spe
Nature: Adamant (+Atk, -SpA)
- Bullet Punch
- U-turn
- Pursuit
- Superpower
This is everyone's favorite little insect-man. Bullet Punch gives Scizor a strong STAB priority move. U-turn on Scizor is different than Flygon, since Scizor is slower; in this case, it gives me a chance to switch in something for "free". Either way, U-turn on both Scizor and Flygon lets me scout in slightly different ways. Pursuit nails those Psychics and Ghosts that are susceptible to it. Superpower rounds out Scizor's coverage. For the EVs on this Scizor, I've given it a bit more speed to outpace opposing CB Scizors, which can come in handy.
Breloom (F) @ Toxic Orb
Ability: Poison Heal
EVs: 46 HP / 252 Atk / 212 Spe
Nature: Adamant (+Atk, -SpA)
- Spore
- Substitute
- Focus Punch
- Seed Bomb
I'll admit it, Spore sucks (in a good way). While there are many ways of circumventing sleep, it almost always guarantees one thing: a free turn for Breloom to set up a Substitute to hide behind. I can switch Breloom into Swampert fairly easily, provided that my opponent had no prior knowledge of its existence. In some cases, if I scare my opponent into switching when I have Jolteon in play, I can even Baton Pass a Substitute to Breloom so it can start up right away. Being resistant to Rock and Ground is a huge plus as well. I find that Breloom functions best when behind a Substitute; it gives Breloom cushion against priority and Scarf users, and Focus Punch can be used without worry. For example, if I'm hiding behind a Sub, it can even take on Scarf Heatran with Focus Punch. Seed Bomb allows me to threaten bulky waters (in addition to Jolteon) as well as giving me a secondary STAB option. Finally, Toxic Orb grants me a better healing option than Leftovers, as well as attaching a status on Breloom so it doesn't get affected by others. Given the availability of my two scouters, I have little to no difficulty getting Toxic Orb to activate in time.
For the EVs, I pumped up the Speed by 4 EVs/1 point so I can outspeed opposing standard Spore Puncher Brelooms (yes, this actually happened to me before, haha). In some cases, Breloom alone can drive some players insane.
Jolteon (F) @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 26 SpD / 232 Spe
IVs: 0 Atk
Nature: Timid (+Spe, -Atk)
- Thunderbolt
- Substitute
- Wish
- Baton Pass
A support set for Jolteon? Oh yes! This is the Team Support set taken from the Analysis page. In a nutshell, Jolteon helps create Substitutes for Breloom and Gyarados to enjoy. While Breloom with a Substitute can immediately start Focus Punching without worry, a Substitute for Gyarados gives it a chance to boost via Dragon Dance. I usually get the chance to either switch in Jolteon against something that threatens the opponent, such as a bulky water (that are not Water/Ground). Without prior knowledge, many opponents would simply switch (thinking that it's a Specs Jolteon or something), giving me an opportunity to create a Sub. From there, I can do a speedy Baton Pass to an appropriate recipient. Volt Absorb allows Jolteon to switch in to Thunder Waves and other electric attacks, allowing it to restore HP that were lost from creating Subs. Thunderbolt is Jolteon's STAB option and I prefer it to Discharge due to its raw power, which I do need at times. Finally, while not used as often as it should, Wish allows me to heal injured members when the opportunity presents itself.
As explained on the Analysis page, the given EVs allows my Subs to survive neutral Hidden Powers from 319 SpA. My speed is lower than the standard Jolteon so I can pass Subs I just created. At the same time, my Jolteon is still fast enough to outpace most Gyarados. The 0 IVs in Attack is just a nitpick, since I want to minimize confusion damage (if that ever shall happen...).
Gyarados (F) @ Leftovers
Ability: Intimidate
EVs: 74 HP / 252 Atk / 184 Spe
Nature: Adamant (+Atk, -SpA)
- Dragon Dance
- Waterfall
- Stone Edge
- Bounce
At this point, hopefully when opposing bulky waters has been eliminated and Gyarados is hiding behind a Sub from Jolteon (ideally), I can put on some hurt. Dragon Dance helps boost Gyarados when I predict a switch or behind a Sub, which allows it to be a menacing sweeper. Waterfall gives Gyarados a water STAB with a small chance of flinching. Stone Edge covers things such as Zapdos, Salamence, and other Gyarados. Bounce serves not only as a secondary STAB, but it also threatens Celebi into switching. While mid-air, Gyarados can benefit from Leftovers recovery as well. Should Bounce land a hit, it can also potentially induce paralysis, which is an added perk for the team. Leftovers compliment this bulkier EV spread nicely, giving Gyarados more longevity than the Life Orb counterpart.
Conclusion
While the team works nicely together, I often do not always get to do everything I want to do in a game, partly due to my own inexperience as a player. While I can improve my battling skills on my own, I also greatly appreciate any input the community can give to improve this team. Thank you for reading.