Hello Smogoners. Usually I play this game for fun within the UU tier, but recently I've been playing for youtube videos, and entering tournaments out of curiosity. The problem is, My UUs aren't able to compete as efficiently, and I've been in need of a set team, as opposed to using a random 6 of my EV trained pokes, or using a sandstorm team. So, I would like some help to see if the team I have thought about would work.
Medicham @ life orb
252 Atk 252 Spd 6 HP
Adamant
Pure Power
Bullet Punch
Hi Jump Kick
Ice Punch
Thunder Punch
My Opener. It hits, and it hits HARD. Bullet punch does a number on gengar, azelf and alakazam; Not sure I really need psycho cut, and I love priority =). Bolt Beam punches for coverage: gyarados, DDmence, breloom etc and hi jump kick for STAB and weavile.
Lucario @ focus sash
252 atk 252 spe 6HP
Jolly
Steadfast
Swords dance
Close combat
Crunch
Extreme speed
Physical Sweeper, brilliant throughout the game. Early KOs, late game cleanup or getting rid of any annoying threats. Good for revenge, and if it scares stuff, I can get 2 swords dances. Immune to sandstorm means Hippow and TTar don't spoil the sash.
Mantine @ leftovers
252 Hp 252 SpD 6 Def
Bold
Water absorb
Surf
Ice Beam
Toxic
Protect
Main form of special wall. Bold gives it the ability to survive physical attacks to a degree. Protect is very useful, it can scout, build up residual damage from toxic and is generally annoying.
Clefable @ Life Orb252 HP 152 Def 104 SpA
Bold
Magic Guard
Calm mind
Thunderbolt
Ice Beam
Wish
Standard CMFable, but with wish over softboiled. Wish suport is always welcome, and I can't get softboiled because I do not have the required 3rd Gen support. After using this though, wish proved valuable. Immunity to SR, spikes, poison and the like allows fable to switch in and out healing stuff nicely.
Camerupt @ lefties
228 HP 72 SpA 208 SpD
Relaxed
Solid Rock
Earth power
Toxic
Lava Plume
Explosion
Can switch in on cresselia's charge beams aimed at walling medicham and toxic them into oblivion. Explosion Does 86 - 102% to blissey, which is an OHKO if it switches into an attack, I have spikes up or if it gets toxic'd. Can also switch into bliss using t-wave or electric aimed at mantine.
Forretress @ lefties
252 HP 162 Atk 96 Def
Relaxed
Sturdy
Spikes
Gyro Ball
Explosion
Rapid spin
Stops any spikes/Rocks from ruining Lucario's sash later on. Sets up some spikes of my own to help kill off blissey. Gyro ball can Fend off any annoying gengars if medicam isn't present for any reason. Also works good for Weaviles which try and ruin my day.
So, that's the team. It works well when in sandstream, which seems to be a pain for me while fighting strangers. My main tactic is usually to et stuff crippled, get spikes and toxics up for residual damage, and let clefable, medicham or lucario do some late game clean up. Wish and rapid spin support are ways in which to protect myself from residual damage and allow me enough time to weaken everything.
The biggest threat to this team which i can see is mixape, as it can pray on clefable and lucario with CC, forry with f-thrower, medicham and camerupt with anything they don't resist. Mantine can come in, but not on HP elec varients.
Mixvire seems to be a pain as well. camerupt's EP is too slow for it to be a counter, and everything but medicham, who can't switch in, is hit for SE by a possible attack.
Most other threats are countered. Any weaknesses or improvements are welcome, Thanks =)
Medicham @ life orb
252 Atk 252 Spd 6 HP
Adamant
Pure Power
Bullet Punch
Hi Jump Kick
Ice Punch
Thunder Punch
My Opener. It hits, and it hits HARD. Bullet punch does a number on gengar, azelf and alakazam; Not sure I really need psycho cut, and I love priority =). Bolt Beam punches for coverage: gyarados, DDmence, breloom etc and hi jump kick for STAB and weavile.
Lucario @ focus sash
252 atk 252 spe 6HP
Jolly
Steadfast
Swords dance
Close combat
Crunch
Extreme speed
Physical Sweeper, brilliant throughout the game. Early KOs, late game cleanup or getting rid of any annoying threats. Good for revenge, and if it scares stuff, I can get 2 swords dances. Immune to sandstorm means Hippow and TTar don't spoil the sash.
Mantine @ leftovers
252 Hp 252 SpD 6 Def
Bold
Water absorb
Surf
Ice Beam
Toxic
Protect
Main form of special wall. Bold gives it the ability to survive physical attacks to a degree. Protect is very useful, it can scout, build up residual damage from toxic and is generally annoying.
Clefable @ Life Orb252 HP 152 Def 104 SpA
Bold
Magic Guard
Calm mind
Thunderbolt
Ice Beam
Wish
Standard CMFable, but with wish over softboiled. Wish suport is always welcome, and I can't get softboiled because I do not have the required 3rd Gen support. After using this though, wish proved valuable. Immunity to SR, spikes, poison and the like allows fable to switch in and out healing stuff nicely.
Camerupt @ lefties
228 HP 72 SpA 208 SpD
Relaxed
Solid Rock
Earth power
Toxic
Lava Plume
Explosion
Can switch in on cresselia's charge beams aimed at walling medicham and toxic them into oblivion. Explosion Does 86 - 102% to blissey, which is an OHKO if it switches into an attack, I have spikes up or if it gets toxic'd. Can also switch into bliss using t-wave or electric aimed at mantine.
Forretress @ lefties
252 HP 162 Atk 96 Def
Relaxed
Sturdy
Spikes
Gyro Ball
Explosion
Rapid spin
Stops any spikes/Rocks from ruining Lucario's sash later on. Sets up some spikes of my own to help kill off blissey. Gyro ball can Fend off any annoying gengars if medicam isn't present for any reason. Also works good for Weaviles which try and ruin my day.
So, that's the team. It works well when in sandstream, which seems to be a pain for me while fighting strangers. My main tactic is usually to et stuff crippled, get spikes and toxics up for residual damage, and let clefable, medicham or lucario do some late game clean up. Wish and rapid spin support are ways in which to protect myself from residual damage and allow me enough time to weaken everything.
The biggest threat to this team which i can see is mixape, as it can pray on clefable and lucario with CC, forry with f-thrower, medicham and camerupt with anything they don't resist. Mantine can come in, but not on HP elec varients.
Mixvire seems to be a pain as well. camerupt's EP is too slow for it to be a counter, and everything but medicham, who can't switch in, is hit for SE by a possible attack.
Most other threats are countered. Any weaknesses or improvements are welcome, Thanks =)