Hola. I'm not entirely new to competitive pokemon, but I am new to these forums. I've been running 2 teams for the past week or so, and I decided this is the better of the 2. However, it could still use some work. Some things you will notice are that I lack Rapid Spin and Taunt supports, as well as a truly reliable wall. But, 5/6 of my pokes resist Stealth Rock, which makes not having RS not too big of a deal. I think my biggest problem is my lack of creativity, so tell me what you guys think.
Attacking Lead:
SR/Trapper:
Mixed Attacker:
Physical Sweeper:
Substitute/Trap:
Scout/Revenge:
Lucario (Lonely)
- Ability: Inner Focus
- Item: Focus Sash
- EVs: 252 Atk / 252 Spe / 4 HP
Moves: Close Combat, Counter, Extreme Speed, Crunch
Has a pretty good handle on most set-up and suicide leads I have run into thus far. Can hit everything for at least neutral damage with this move-set. With Focus Sash and Extreme Speed, I can freely use any move first turn, and if the other poke out-speeds Lucario I have a priority move to turn to. Counter works well for leads that are going to attack me, or feel forced to do so. STAB CC, Crunch, and XS, partnered with good predicting in Counter, allow 2HKOs on a lot of common leads. Also, Inner Focus and immunity to Sandstorm are obvious pluses. Other moves I considered for Crunch's spot were Hidden Power Ice/Electric. I decided to go with Crunch, considering I have other answers to anything HP Ice/Electric would've covered.
The Lucario lead and trapping Magnezone combo often allow me to take out any common threats to my DD Ttar, which makes setting up a little easier.
Heatran (Modest)
- Ability: Flash Fire
- Item: Passho Berry
- EVs: 252 SpA / 56 HP / 200 Spe
Moves: Stealth Rock, Magma Storm, Hidden Power Electric, Explosion
With access to SR, a trapping move, Explosion, as well as providing another worthwhile switch in to Fire attacks, I immediately liked the Heatran set suggested by Chicken. Also, adding another poke that is unaffected by Sandstorm was an attractive attribute. Explosion lets me go out for big damage after setting up SR if Heatran's will cease to be useful once they are set up. Chicken also pointed out that my team has trouble with Water types, and considering Heatran readily invited Water types, Passho Berry+HP Electric were good choices.
Infernape (Naive)
- Ability: Blaze
- Item: Life Orb
- EVs: 252 SpA / 192 Spe / 64 Atk
Moves: Fire Blast, Close Combat, Grass Knot, Hidden Power Ice
This thing is a great wallbreaker. STAB CC and Fire Blast will usually make Skarmory, Blissey, etc flee at sight. If I outspeed their next switch in and haven't given away my set already, HP Ice and Grass Knot give me solid attacks against a fair number of Infernapes common counters, bar Gyarados or light weight Water types. I have switch in options that will sponge any of Infernapes weaknesses, as well. Unfortunately, Infernape is the one poke on my team that takes damage from Sandstorm, and that doesn't resist SR damage.
Tyranitar (Jolly)
- Ability: Sand Stream
- Item: Lum Berry
- EVs: 252 Atk / 252 Spe / 4 HP
Moves: Dragon Dance, Stone Edge, Crunch, Ice Punch
With only one teammate who gets hit by Sandstorm, and plenty of coverage/counters in my team that allow this to set-up, this thing is a beast. With high base attack power, STAB Stone Edge and Crunch pack a punch after a DD. I chose Ice Punch for the 4th slot. It hits a lot of things that like to switch into Ttar pretty hard, and if they know I have might scare some things off allowing me to set up with DD.
Magnezone (Naive)
- Ability: Magnet Pull
- Item: Leftovers
- EVs: 252 SpA / 216 Spe / 40 Atk
Moves: Thunderbolt, Hidden Power Fire, Substitute, Explosion
I was worried about Skarmory, Bronzong, and certain Metagross builds, so Magnezone felt like a good choice. Trapping and HP Fire give me a good option to take out slower Steel types, or ones who don't know EQ. Set up a Sub and HP Fire away. Thunderbolt is the obvious STAB choice, it craps on Gyarados, a trapped Empoleon, or other Water types. As long as I can get a Sub set up, Magnezone should be able to fulfill its role.
Works well with Lucario to take out Ttar's threats. Also, Explosion gives me an option to finish off anything else that gives my team problems.
Flygon (Adamant)
- Ability: Levitate
- Item: Choice Scarf
- EVs: 252 Atk / 252 Spe / 4 SpD
Moves: Earthquake, Outrage, U-Turn, Stone Edge
Creative? No. Effective? Yes. This is one of the most overused things, but it is just too good. A great way to transition into DD Ttar with good scouting, paired with 2 strong STAB moves and Stone Edge. Also, it is a great switch in to anything using EQ, which can cause a lot of problems for my team normally. There isn't much to be said about this set, I'm sure most of you are sick of seeing it. A move I considered over Stone Edge was ThunderPunch.
___________________________
I've finally been able to start testing my line up more, and I'm definitely loving it, but I'd still love to hear ratings and any suggestions you guys can offer. Thanks!
Attacking Lead:
SR/Trapper:
Mixed Attacker:
Physical Sweeper:
Substitute/Trap:
Scout/Revenge:
Lucario (Lonely)
- Ability: Inner Focus
- Item: Focus Sash
- EVs: 252 Atk / 252 Spe / 4 HP
Moves: Close Combat, Counter, Extreme Speed, Crunch
Has a pretty good handle on most set-up and suicide leads I have run into thus far. Can hit everything for at least neutral damage with this move-set. With Focus Sash and Extreme Speed, I can freely use any move first turn, and if the other poke out-speeds Lucario I have a priority move to turn to. Counter works well for leads that are going to attack me, or feel forced to do so. STAB CC, Crunch, and XS, partnered with good predicting in Counter, allow 2HKOs on a lot of common leads. Also, Inner Focus and immunity to Sandstorm are obvious pluses. Other moves I considered for Crunch's spot were Hidden Power Ice/Electric. I decided to go with Crunch, considering I have other answers to anything HP Ice/Electric would've covered.
The Lucario lead and trapping Magnezone combo often allow me to take out any common threats to my DD Ttar, which makes setting up a little easier.
Heatran (Modest)
- Ability: Flash Fire
- Item: Passho Berry
- EVs: 252 SpA / 56 HP / 200 Spe
Moves: Stealth Rock, Magma Storm, Hidden Power Electric, Explosion
With access to SR, a trapping move, Explosion, as well as providing another worthwhile switch in to Fire attacks, I immediately liked the Heatran set suggested by Chicken. Also, adding another poke that is unaffected by Sandstorm was an attractive attribute. Explosion lets me go out for big damage after setting up SR if Heatran's will cease to be useful once they are set up. Chicken also pointed out that my team has trouble with Water types, and considering Heatran readily invited Water types, Passho Berry+HP Electric were good choices.
Infernape (Naive)
- Ability: Blaze
- Item: Life Orb
- EVs: 252 SpA / 192 Spe / 64 Atk
Moves: Fire Blast, Close Combat, Grass Knot, Hidden Power Ice
This thing is a great wallbreaker. STAB CC and Fire Blast will usually make Skarmory, Blissey, etc flee at sight. If I outspeed their next switch in and haven't given away my set already, HP Ice and Grass Knot give me solid attacks against a fair number of Infernapes common counters, bar Gyarados or light weight Water types. I have switch in options that will sponge any of Infernapes weaknesses, as well. Unfortunately, Infernape is the one poke on my team that takes damage from Sandstorm, and that doesn't resist SR damage.
Tyranitar (Jolly)
- Ability: Sand Stream
- Item: Lum Berry
- EVs: 252 Atk / 252 Spe / 4 HP
Moves: Dragon Dance, Stone Edge, Crunch, Ice Punch
With only one teammate who gets hit by Sandstorm, and plenty of coverage/counters in my team that allow this to set-up, this thing is a beast. With high base attack power, STAB Stone Edge and Crunch pack a punch after a DD. I chose Ice Punch for the 4th slot. It hits a lot of things that like to switch into Ttar pretty hard, and if they know I have might scare some things off allowing me to set up with DD.
Magnezone (Naive)
- Ability: Magnet Pull
- Item: Leftovers
- EVs: 252 SpA / 216 Spe / 40 Atk
Moves: Thunderbolt, Hidden Power Fire, Substitute, Explosion
I was worried about Skarmory, Bronzong, and certain Metagross builds, so Magnezone felt like a good choice. Trapping and HP Fire give me a good option to take out slower Steel types, or ones who don't know EQ. Set up a Sub and HP Fire away. Thunderbolt is the obvious STAB choice, it craps on Gyarados, a trapped Empoleon, or other Water types. As long as I can get a Sub set up, Magnezone should be able to fulfill its role.
Works well with Lucario to take out Ttar's threats. Also, Explosion gives me an option to finish off anything else that gives my team problems.
Flygon (Adamant)
- Ability: Levitate
- Item: Choice Scarf
- EVs: 252 Atk / 252 Spe / 4 SpD
Moves: Earthquake, Outrage, U-Turn, Stone Edge
Creative? No. Effective? Yes. This is one of the most overused things, but it is just too good. A great way to transition into DD Ttar with good scouting, paired with 2 strong STAB moves and Stone Edge. Also, it is a great switch in to anything using EQ, which can cause a lot of problems for my team normally. There isn't much to be said about this set, I'm sure most of you are sick of seeing it. A move I considered over Stone Edge was ThunderPunch.
___________________________
I've finally been able to start testing my line up more, and I'm definitely loving it, but I'd still love to hear ratings and any suggestions you guys can offer. Thanks!