I've just recently gotten back into the meta (I left when Dexit happened.) and I tried putting together a team in the new meta. besides the two main guys (roserade and lucario) I'm okay with any of the others being switched out. so, let's get into it.
Rose (Roserade) (F) @ Black Sludge
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Toxic Spikes
- Sludge Bomb
- Sleep Powder
The first part of my offensive core, Rose is designed to both annoy and sweep. anything that tries to fight it will take some heavy damage, and any supereffective switch is typically silenced with sleep powder. I've found it's really good with a lot of the meta, plus it stops Milotic in it's tracks, which is basically required on a team at this point from what I've read.
Thorn (Lucario) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Earthquake
- Extreme Speed
The physical portion of my offensive core, Thorn. I chose earthquake over meteor mash because I baiting fire types is something I really need, as both of my hardest hitters are weak to it. it also takes care of electric types that I've seen switching in. the rest is the normal setup sweeper set.
Stardew (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Heal Bell
Stardew is my resident healer. an able physician who's able to both cure statuses and heal injuries. I've also found that they can be a decent defensive wall when I need it, as well as more fire coverage.
Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Volt Switch
- Trick
- Thunderbolt
Rotom-Mow is a bit of a wild card. He help out with flyers, and in general can provide some type coverage. He also proves a nice pivot, as well being able to trick people into getting stuck in one move, crippling some leads.
Snell (Gastrodon-East) (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic
Snell provides a Special wall as well as some coverage for electricity. I've found that when they can't check him properly he can actually sweep. In general it's just the basic wall though.
Ray (Mantine) (F) @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Hurricane
Ray is the clean up. It provides defog support to stop people from annoying my team with hazards, and it tends to be able to cover a lot of bases with its moves. I chose hurricane over haze to get that little bit of extra coverage and oomph in her attacks.
What do you guys think? anything you think I should switch around? Moves I might want to change?
Rose (Roserade) (F) @ Black Sludge
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Toxic Spikes
- Sludge Bomb
- Sleep Powder
The first part of my offensive core, Rose is designed to both annoy and sweep. anything that tries to fight it will take some heavy damage, and any supereffective switch is typically silenced with sleep powder. I've found it's really good with a lot of the meta, plus it stops Milotic in it's tracks, which is basically required on a team at this point from what I've read.
Thorn (Lucario) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Earthquake
- Extreme Speed
The physical portion of my offensive core, Thorn. I chose earthquake over meteor mash because I baiting fire types is something I really need, as both of my hardest hitters are weak to it. it also takes care of electric types that I've seen switching in. the rest is the normal setup sweeper set.
Stardew (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Heal Bell
Stardew is my resident healer. an able physician who's able to both cure statuses and heal injuries. I've also found that they can be a decent defensive wall when I need it, as well as more fire coverage.
Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Volt Switch
- Trick
- Thunderbolt
Rotom-Mow is a bit of a wild card. He help out with flyers, and in general can provide some type coverage. He also proves a nice pivot, as well being able to trick people into getting stuck in one move, crippling some leads.
Snell (Gastrodon-East) (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic
Snell provides a Special wall as well as some coverage for electricity. I've found that when they can't check him properly he can actually sweep. In general it's just the basic wall though.
Ray (Mantine) (F) @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Hurricane
Ray is the clean up. It provides defog support to stop people from annoying my team with hazards, and it tends to be able to cover a lot of bases with its moves. I chose hurricane over haze to get that little bit of extra coverage and oomph in her attacks.
What do you guys think? anything you think I should switch around? Moves I might want to change?
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