zarator
^_^
I'm breeding for a Doubles team, can anyone tell me if this can work? (EVs assume 31 IVs in the respective stats)
Whimsicott @ Mental Herb
Prankster - Bold Nature
EVs: 252 HP/40 Def/180 SpD/36 Spe
- Tailwind
- U-turn
- Helping Hand
- Protect
Hydreigon @ White Herb
Levitate - Modest Nature
EVs: 76 HP/252 SpA/180 Spe
- Protect
- Dragon Pulse
- Flamethrower
- Draco Meteor
Chandelure @ Grass Jewel
Flash Fire - Modest Nature
EVs: 124 HP/252 SpA/132 Spe
- Flamethrower
- Shadow Ball
- Protect
- Energy Ball
Excadrill @ Life Orb
Sand Rush - Adamant Nature
EVs: 184 HP/252 Atk/72 Spe
- Earthquake
- Rock Slide
- Shadow Claw
- X-Scissor
Basically the team revolves around the use of Tailwind. First turn, Whimsicott uses Tailwind while Hydreigon uses Protect (if he's slower than the opponents) or attacks (if he's already faster). Second turn, Hydreigon attacks while Whimsicott U-turns to Chandelure (which resists Fire, Ice, Bug and may even grab a Flash Fire boost). By the time Tailwind wears off, I should already have Whimsicott on the field again and I'll renew it again, with Hydreigon or Chandelure protecting or attacking, like said above.
The Speed EVs give Whimsicott and Hydreigon 141 Speed (enough to beat Adamant Sand Rush Excadrill after a Tailwind) and 118 and 117 Speed to Chandelure and Excadrill respectively (enough to beat Jolly Ninjask after a Tailwind) - if there are any notable Choice Scarf Pokémon I cannot outspeed, let me know.
The remaining EVs go to maximize offense (for the sweepers) or defenses (for Whimsicott), with any leftover EVs on the sweepers bumped into HP.
The movesets/items are fairly straightforward. Whimsicott get Tailwind/U-turn for the strategy described above, Helping Hand for powering up the sweeper's attacks, and Protect for double Protecting and because there's hardly anything else worth going into this slot (maybe Taunt, I don't know). Mental Herb grant the set up will work no matter what and gives me a failsafe against 1st turn Encore.
Hydreigon gets Dragon Pulse and Flamethrower for almost perfect coverage (barring Heatran), Protect for the 1st turn and Draco Meteor for when I need to land a crucial OHKO or when I'm going down anyway. White Herb gives me an extra use of Draco Meteor to work with.
Chandelure needs probably some more explaination. Shadow Ball and Flamethrower are standard STABs. Energy Ball instead, when backed up by Grass Jewel, allow me to obliterate any Water/Ground/Rock Pokémon attempting to maim my ghost. Protect if I ever need to use Earthquake with Excadrill without killing Chandelure (although I gave 1 more speed to Chandelure if I ever need to go on all out offense and attack with Earthquake without protecting).
Excadrill gets Earthquake and Rock Slide as standard fare. They combo well together, they hit both opponents, and hit fairly hard when launched from an effective 269 Attack stat (factoring in Life Orb). Shadow Claw is for Levitating Ghosts and Psychics, while X-Scissor is for Grass mons.
That's it. Any suggestions?
Whimsicott @ Mental Herb
Prankster - Bold Nature
EVs: 252 HP/40 Def/180 SpD/36 Spe
- Tailwind
- U-turn
- Helping Hand
- Protect
Hydreigon @ White Herb
Levitate - Modest Nature
EVs: 76 HP/252 SpA/180 Spe
- Protect
- Dragon Pulse
- Flamethrower
- Draco Meteor
Chandelure @ Grass Jewel
Flash Fire - Modest Nature
EVs: 124 HP/252 SpA/132 Spe
- Flamethrower
- Shadow Ball
- Protect
- Energy Ball
Excadrill @ Life Orb
Sand Rush - Adamant Nature
EVs: 184 HP/252 Atk/72 Spe
- Earthquake
- Rock Slide
- Shadow Claw
- X-Scissor
Basically the team revolves around the use of Tailwind. First turn, Whimsicott uses Tailwind while Hydreigon uses Protect (if he's slower than the opponents) or attacks (if he's already faster). Second turn, Hydreigon attacks while Whimsicott U-turns to Chandelure (which resists Fire, Ice, Bug and may even grab a Flash Fire boost). By the time Tailwind wears off, I should already have Whimsicott on the field again and I'll renew it again, with Hydreigon or Chandelure protecting or attacking, like said above.
The Speed EVs give Whimsicott and Hydreigon 141 Speed (enough to beat Adamant Sand Rush Excadrill after a Tailwind) and 118 and 117 Speed to Chandelure and Excadrill respectively (enough to beat Jolly Ninjask after a Tailwind) - if there are any notable Choice Scarf Pokémon I cannot outspeed, let me know.
The remaining EVs go to maximize offense (for the sweepers) or defenses (for Whimsicott), with any leftover EVs on the sweepers bumped into HP.
The movesets/items are fairly straightforward. Whimsicott get Tailwind/U-turn for the strategy described above, Helping Hand for powering up the sweeper's attacks, and Protect for double Protecting and because there's hardly anything else worth going into this slot (maybe Taunt, I don't know). Mental Herb grant the set up will work no matter what and gives me a failsafe against 1st turn Encore.
Hydreigon gets Dragon Pulse and Flamethrower for almost perfect coverage (barring Heatran), Protect for the 1st turn and Draco Meteor for when I need to land a crucial OHKO or when I'm going down anyway. White Herb gives me an extra use of Draco Meteor to work with.
Chandelure needs probably some more explaination. Shadow Ball and Flamethrower are standard STABs. Energy Ball instead, when backed up by Grass Jewel, allow me to obliterate any Water/Ground/Rock Pokémon attempting to maim my ghost. Protect if I ever need to use Earthquake with Excadrill without killing Chandelure (although I gave 1 more speed to Chandelure if I ever need to go on all out offense and attack with Earthquake without protecting).
Excadrill gets Earthquake and Rock Slide as standard fare. They combo well together, they hit both opponents, and hit fairly hard when launched from an effective 269 Attack stat (factoring in Life Orb). Shadow Claw is for Levitating Ghosts and Psychics, while X-Scissor is for Grass mons.
That's it. Any suggestions?