Hi. A little bit of a n00b here. Use to be into the battling scene in DP/early BW, but left for several years and just returning now. I've lost all my old team files, so started again. From the battles I've had so far, it's clear my team has some issues:
Vaporeon (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Wish
- Protect
- Scald
- Toxic
Scizor (F) @ Choice Band
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Pursuit
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 232 SDef / 20 Spd
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- U-turn
Alakazam (F) @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Hidden Power [Ice]
Azelf @ Focus Sash
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Explosion
- U-turn
- Zen Headbutt
Vaporeon:
I love this guy. He's extremely useful at stalling out all hard physical hitters. The general plan is to toxic them then stall with wish and protect untill they switch/faint. Going for the burn with scald is also an option. And if it isn't necessary to stall then a little prediction with wish can really help the rest of my team.
Scizor:
This guy and Vaporeon were both on my old DP teams, and were by far the most used by me. It's just a standard Scizor really. I mainly use him for bullet punch, but if I can predict anything a switch or whatever I'll go for u-turn, pursuit or close combat. Whichever is more appropriate.
Terrakion:
Hit hard and fast. I noticed that the strategy pokedex says Earthquake is redundant, but I find it useful for a late-game clean up. In particular, this team seems to struggle against Jirachis. EQ hits harder than sacred sword, though it's unlikely to OHKO and Jirachi will likely cripple with paralysis on the return. Anyway, I don't think I'm getting the most out of this guy. I just want something that can hit hard and fast, so I'm tempted to go for something like mixmence, or maybe mixed garchomp with scarf.
Jirachi:
Added because I noticed my team had only one defensive pivot - Vaporeon. It's a standard paraflinch setup. I like u-turn too, it's quite useful.
Azelf:
Used as a sacrificial lead. Set up stealth rock and explode, if there aren't any obvious steel types about to switch in. If there are, just set up stealth rock then u-turn and I'll sacrifice him later on. I think there's probably a better lead to use for this team, but I've not worked out who yet.
Alakazam:
Standard attacking Alakazam. Hits hard and quite fast on the special side. HP Ice is great for coverage, but substitute would also be nice. Maybe if I could fit an ice attack onto someone else to handle that coverage.
General thoughts:
The team lacks any fire/electric attacks. Taking down forretress/ferrothorn can be a pain. They'll almost always be able to set up some kind of entry hazard before I can KO. I also lack and ghost types for spin-block. And a ground type to absorb thunder waves would be good. None of my guys like being paralyzed.
So, are there any suggestions for improvements? I'd really like to keep Scizor and Vaporeon, but willing to swap out anyone else. A good defensive steel or ghost would be nice, so would a fast mixed attacker.
Vaporeon (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Wish
- Protect
- Scald
- Toxic
Scizor (F) @ Choice Band
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Pursuit
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 232 SDef / 20 Spd
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- U-turn
Alakazam (F) @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Hidden Power [Ice]
Azelf @ Focus Sash
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Explosion
- U-turn
- Zen Headbutt
Vaporeon:
I love this guy. He's extremely useful at stalling out all hard physical hitters. The general plan is to toxic them then stall with wish and protect untill they switch/faint. Going for the burn with scald is also an option. And if it isn't necessary to stall then a little prediction with wish can really help the rest of my team.
Scizor:
This guy and Vaporeon were both on my old DP teams, and were by far the most used by me. It's just a standard Scizor really. I mainly use him for bullet punch, but if I can predict anything a switch or whatever I'll go for u-turn, pursuit or close combat. Whichever is more appropriate.
Terrakion:
Hit hard and fast. I noticed that the strategy pokedex says Earthquake is redundant, but I find it useful for a late-game clean up. In particular, this team seems to struggle against Jirachis. EQ hits harder than sacred sword, though it's unlikely to OHKO and Jirachi will likely cripple with paralysis on the return. Anyway, I don't think I'm getting the most out of this guy. I just want something that can hit hard and fast, so I'm tempted to go for something like mixmence, or maybe mixed garchomp with scarf.
Jirachi:
Added because I noticed my team had only one defensive pivot - Vaporeon. It's a standard paraflinch setup. I like u-turn too, it's quite useful.
Azelf:
Used as a sacrificial lead. Set up stealth rock and explode, if there aren't any obvious steel types about to switch in. If there are, just set up stealth rock then u-turn and I'll sacrifice him later on. I think there's probably a better lead to use for this team, but I've not worked out who yet.
Alakazam:
Standard attacking Alakazam. Hits hard and quite fast on the special side. HP Ice is great for coverage, but substitute would also be nice. Maybe if I could fit an ice attack onto someone else to handle that coverage.
General thoughts:
The team lacks any fire/electric attacks. Taking down forretress/ferrothorn can be a pain. They'll almost always be able to set up some kind of entry hazard before I can KO. I also lack and ghost types for spin-block. And a ground type to absorb thunder waves would be good. None of my guys like being paralyzed.
So, are there any suggestions for improvements? I'd really like to keep Scizor and Vaporeon, but willing to swap out anyone else. A good defensive steel or ghost would be nice, so would a fast mixed attacker.