Hey everyone!!! Hope you guys can find some time to rate my white team. This is what it looks like right now
Jellicent@Leftovers
Nature: Bold(+Def, -Atk)
Ability: Water Absorb
EVs: 244 HP / 216 Def / 50 Spe
Taunt
Surf
Will-o-wisp
Recover
Replaces cofagrigus as part of the defensive core of the team. Seems like a better option with the ev spread and nature making it more of a staller than cofagrigus. Also, with 60 base speed, outspeeds most walls with neutral nature.
Taunt ensures that no status is inflicted on jellicent while will-o-wisp cripples physical attackers while slowly whittling away their HP. Surf can hit fire types for super-effective damage and has pretty good neutral coverage.
Leftovers work well on this set.
Ferrothorn@Rocky Helmet
Nature: Sassy(+SDef, -Spe)
Ability: Iron Barbs
EVs: 252 HP / 252 SDef / 6 Def
Curse
Gyro Ball
Power Whip
Rest
The other wall on my team. It not only has top tier defenses, but a steel typing means it is resistant to a lot of attacks. Again, I've given it maximum bulk with 252 HP EVs and 252 SDef EVs and access to curse means it can boost its defense and also raise its attack at the same time. Apart from that, it powers up gyro ball by lowering its speed. This is also the reason for the -Spe nature.
Gyro ball is the STAB attack of choice as it can have a max base power of 225 with STAB. It can hit really hard after just a couple of uses of curse. Rest is there for recovering HP and restoring status.
It has power whip because my team lacks super-effective attacks against water types. Also, 180 Base power with stab is not bad, considering gyro ball will need the use of curse everytime to be effective.
It has a rocky helmet as its held item which when combined with its iron barbs ability can give physical attackers a really tough time trying to break down this wall.
Excadrill@Air Balloon
Nature: Jolly(+Spe, -SAtk)
Ability: Sand Rush
EVs: 134 HP / 72 Def / 52 SDef / 252 Spe
Rapid Spin
Swords Dance
Earthquake
Rock Slide
My designated physical sweeper. With a jolly nature and heavy investment in speed, it can outpace a lot of other pokemon, with base speed below 100 and without a speed boosting nature even if 252 Evs are invested in their speed. Swords Dance doubles his massive attack and STAB earthquake hits everything that doesn't levitate or fly pretty hard.
Rock slide gives him great neutral coverage and adds spin support to the team with rapid spin.
Sand rush ability makes him pretty fast in sandstorms and can outspeed a lot of pokemon with much higher base speed.
Air balloon allows him to surprise ground types and set up with swords dance.
Throh@Sitrus Berry/flame orb
Nature: Careful(+SDef, -SAtk)
Ability: Guts
EVs: 252 HP / 252 SDef / 6 Def
Bulk Up
Stone Edge
Storm throw
Payback
Replaces eelektross as bulky physical attacker, with nature and evs maximising special bulk and bulk up is on the moveset to increase defense and attack. With a respectable 100 base attack and guts ability, throh is more than capable of breaking down opposing walls who try to cripple it. And its natural bulk allows it to last longer than most fighting types. Also, makes my team more versatile with fighting and dark moves, both of which my team did not have.
Storm throw is a great move as it also hits as a critical hit and cancels out defense boosts of the opponent.
Stone edge kills flying types that switch in trying to take throh out.
Payback does the same against psychic types. Being very slow, throh can make good use of the double power payback gets.
Sitrus berry is for maximising longevity, and is used when throh needs to be a bit more on the defensive, while flame orb allows throh to attack right from the start.
Volcarona@Life Orb
Nature: Bold(+Def, -Atk)
Ability: Flame Body
EVs: 252 HP / 252 Def / 6 Spe
Quiver Dance
Fire Blast
Bug Buzz
Hidden Power(Rock)
This set aims at making volcarona very bulky so it can last longer and quiver dance allows it to become stronger, faster and bulkier than it already is. Fire Blast and Bug buzz Hit everything but fire types for atleast neutral damage. Hidden power rock allows it to hit fire types and flying types for super-effective damage.
Life Orb powers up volcarona allowing it to hit really hard after just one or two quiver dances, and because it comes at the price of HP, I feel that the extra bulk is necessary. It can serve as both balance as well as do the job of a sweeper if it gets the chance to set up with quiver dance.
Hydreigon@Choice Scarf/Shell Bell
Nature: Modest(+SAtk, -Atk)
Ability: Levitate
EVs: 252 SAtk / 252 Spe / 6 Atk
Surf
Fire Blast
Draco Meteor
U-turn
Its probably the most stereotyped set for hydreigon but it fits well on my team. This set allows hydreigon to be a powerful special sweeper with STAB 210 base power draco meteor, modest nature and 252 EVs in SAtk. Choice Scarf and 252 Spe EVs make it really fast and it is the fastest pokemon on my team without taking boosts like quiver dance into account. U-Turn helps it get out safely to neutralise the SAtk drop due to draco meteor.
Fire Blast gives coverage against ice types and also allows it to hit steel types for super-effective damage.
Surf is for Steel types that resist fire like Heatran.
Choice Scarf is used most of the time on this set but the fact that it restricts hydreigon to the use of only one move could be a problem. Shell bell helps restore its Hp whenever it inflicts damage and since hydreigon has all attacking moves, the item proves to be pretty useful for increasing hydreigon's longevity.
This is the team I currently have in-game.
My Strategy:
I usually open with hydreigon, which aims to hit hard with draco meteor, unless it comes up against a special wall like chansey or blissey. Since it has u-turn, it can scout effectively.
The Mid-game part is handled by volcarona or jellicent, depending on what is required. If more aggression and power is needed, then volcarona does the job. Jellicent can stall a lot of opponents with the taunt+will-o-wisp combo.
Throh also plays a vital role mid-game by breaking down and walls that may be trying to stall the team.
Excadrill can sweep if allowed the chance to set up with swords dance.
Hydreigon can then come in and clean out whatever is left as it is relatively fresh and draco meteor is once again ready to hit with a lot of power as the SAtk drop gets negated upon switching out.
Please help me decide which pokemon can combine well with each other to form a solid battle subway team for all the competitions there.
If you feel that my team needs changes or has any loopholes which I haven't been able to notice, please let me know so I can make the necessary changes.
Jellicent@Leftovers
Nature: Bold(+Def, -Atk)
Ability: Water Absorb
EVs: 244 HP / 216 Def / 50 Spe
Taunt
Surf
Will-o-wisp
Recover
Replaces cofagrigus as part of the defensive core of the team. Seems like a better option with the ev spread and nature making it more of a staller than cofagrigus. Also, with 60 base speed, outspeeds most walls with neutral nature.
Taunt ensures that no status is inflicted on jellicent while will-o-wisp cripples physical attackers while slowly whittling away their HP. Surf can hit fire types for super-effective damage and has pretty good neutral coverage.
Leftovers work well on this set.
Ferrothorn@Rocky Helmet
Nature: Sassy(+SDef, -Spe)
Ability: Iron Barbs
EVs: 252 HP / 252 SDef / 6 Def
Curse
Gyro Ball
Power Whip
Rest
The other wall on my team. It not only has top tier defenses, but a steel typing means it is resistant to a lot of attacks. Again, I've given it maximum bulk with 252 HP EVs and 252 SDef EVs and access to curse means it can boost its defense and also raise its attack at the same time. Apart from that, it powers up gyro ball by lowering its speed. This is also the reason for the -Spe nature.
Gyro ball is the STAB attack of choice as it can have a max base power of 225 with STAB. It can hit really hard after just a couple of uses of curse. Rest is there for recovering HP and restoring status.
It has power whip because my team lacks super-effective attacks against water types. Also, 180 Base power with stab is not bad, considering gyro ball will need the use of curse everytime to be effective.
It has a rocky helmet as its held item which when combined with its iron barbs ability can give physical attackers a really tough time trying to break down this wall.
Excadrill@Air Balloon
Nature: Jolly(+Spe, -SAtk)
Ability: Sand Rush
EVs: 134 HP / 72 Def / 52 SDef / 252 Spe
Rapid Spin
Swords Dance
Earthquake
Rock Slide
My designated physical sweeper. With a jolly nature and heavy investment in speed, it can outpace a lot of other pokemon, with base speed below 100 and without a speed boosting nature even if 252 Evs are invested in their speed. Swords Dance doubles his massive attack and STAB earthquake hits everything that doesn't levitate or fly pretty hard.
Rock slide gives him great neutral coverage and adds spin support to the team with rapid spin.
Sand rush ability makes him pretty fast in sandstorms and can outspeed a lot of pokemon with much higher base speed.
Air balloon allows him to surprise ground types and set up with swords dance.
Throh@Sitrus Berry/flame orb
Nature: Careful(+SDef, -SAtk)
Ability: Guts
EVs: 252 HP / 252 SDef / 6 Def
Bulk Up
Stone Edge
Storm throw
Payback
Replaces eelektross as bulky physical attacker, with nature and evs maximising special bulk and bulk up is on the moveset to increase defense and attack. With a respectable 100 base attack and guts ability, throh is more than capable of breaking down opposing walls who try to cripple it. And its natural bulk allows it to last longer than most fighting types. Also, makes my team more versatile with fighting and dark moves, both of which my team did not have.
Storm throw is a great move as it also hits as a critical hit and cancels out defense boosts of the opponent.
Stone edge kills flying types that switch in trying to take throh out.
Payback does the same against psychic types. Being very slow, throh can make good use of the double power payback gets.
Sitrus berry is for maximising longevity, and is used when throh needs to be a bit more on the defensive, while flame orb allows throh to attack right from the start.
Volcarona@Life Orb
Nature: Bold(+Def, -Atk)
Ability: Flame Body
EVs: 252 HP / 252 Def / 6 Spe
Quiver Dance
Fire Blast
Bug Buzz
Hidden Power(Rock)
This set aims at making volcarona very bulky so it can last longer and quiver dance allows it to become stronger, faster and bulkier than it already is. Fire Blast and Bug buzz Hit everything but fire types for atleast neutral damage. Hidden power rock allows it to hit fire types and flying types for super-effective damage.
Life Orb powers up volcarona allowing it to hit really hard after just one or two quiver dances, and because it comes at the price of HP, I feel that the extra bulk is necessary. It can serve as both balance as well as do the job of a sweeper if it gets the chance to set up with quiver dance.
Hydreigon@Choice Scarf/Shell Bell
Nature: Modest(+SAtk, -Atk)
Ability: Levitate
EVs: 252 SAtk / 252 Spe / 6 Atk
Surf
Fire Blast
Draco Meteor
U-turn
Its probably the most stereotyped set for hydreigon but it fits well on my team. This set allows hydreigon to be a powerful special sweeper with STAB 210 base power draco meteor, modest nature and 252 EVs in SAtk. Choice Scarf and 252 Spe EVs make it really fast and it is the fastest pokemon on my team without taking boosts like quiver dance into account. U-Turn helps it get out safely to neutralise the SAtk drop due to draco meteor.
Fire Blast gives coverage against ice types and also allows it to hit steel types for super-effective damage.
Surf is for Steel types that resist fire like Heatran.
Choice Scarf is used most of the time on this set but the fact that it restricts hydreigon to the use of only one move could be a problem. Shell bell helps restore its Hp whenever it inflicts damage and since hydreigon has all attacking moves, the item proves to be pretty useful for increasing hydreigon's longevity.
This is the team I currently have in-game.
My Strategy:
I usually open with hydreigon, which aims to hit hard with draco meteor, unless it comes up against a special wall like chansey or blissey. Since it has u-turn, it can scout effectively.
The Mid-game part is handled by volcarona or jellicent, depending on what is required. If more aggression and power is needed, then volcarona does the job. Jellicent can stall a lot of opponents with the taunt+will-o-wisp combo.
Throh also plays a vital role mid-game by breaking down and walls that may be trying to stall the team.
Excadrill can sweep if allowed the chance to set up with swords dance.
Hydreigon can then come in and clean out whatever is left as it is relatively fresh and draco meteor is once again ready to hit with a lot of power as the SAtk drop gets negated upon switching out.
Please help me decide which pokemon can combine well with each other to form a solid battle subway team for all the competitions there.
If you feel that my team needs changes or has any loopholes which I haven't been able to notice, please let me know so I can make the necessary changes.