So I'm getting back into battling after awhile out of it. I made this team after a little reading up on the metagame. It's worked kinda well, although i have no clue what to call it. (Cookies to whoever can come up with a good name)
I was going for a balanced team and I think I achieved it; it's hitting hard and taking hits well. I'm pleased with its performance as most of my losses have come from user error (Let's keep Ferrothorn in on Manetric, totally a good idea), so I don't know where improvements can be made. However, no team is perfect and there is always room for improvement, so i turn to you for suggestions and help.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Zen Headbutt
Easily the powerhouse of the team. With 656 attack after Pure Power, High Jump Kick will do serious damage to anything that doesn't resist it, If not just wipe it out. Zen Headbutt is a nice secondary stab, dealing with most things that High Jump Kick can't. Fake Out is always nice free damage allowing it to revenge damaged foes, also lets me get my mega evolution off if I will be outsped. Ice Punch is for extra coverage OHKOing Things like Gliscor, Landorus and Garchomp.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
Although Bisharp doesn't hit as hard as Maedicham, but still is an effective killer. Not to mention he has good synergy with Medicham being able to take things out that give medicham trouble such as bulky psychics. The Team is also pretty entry hazard heavy, often forcing opponents to use Defog. Bisharp loves coming in at that point and taking a free atk boost, in some cases resulting in a sweep. Sucker Punch is often his go to move considering his speed is meh. Knock Off is his real damage doer though, the opponent loosing the item part is just a plus. Iron Head is a nice alternative stab on an otherwise all dark moveset. Pursuit is to ensure destruction of those it is there to kill, not allowing them to escape; great for ghosts that might scare me out of High Jump Kick with Medicham.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Recently I was in the minds set of "Garchomp is an offensive pokemon, he should be used for offense only." Well I decided to give defensive chomp a try and I do not regret it. He takes hard hits well and the Rocky Helmet, Rough Skin combo does great at wearing down the enemy. Dragon Tail does decent damage and force switch plays well into the amount of entry hazards on this team. Earthquake is his go to damage move while Fire Blast helps deal with steels like Ferrothorn. stealth Rock Helps deal with fliers and negates almost any focus sashes (curse you Magic Guard) and sturdy pokemon.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin
This little guy seems to do a lot for the team, his typing lets him switch in on a lot meant for the rest of them team, and he has the bulk to take it. Scald is an obvious choice as it makes several physical attackers hesitates to switch or stay in on him. Acid Spray is a nice second move that lets me slowly win against special walls like Mega Sableye and many Fairies. Toxic Spikes is an always fun way of spreading status and can quickly doom a whole team if they don't deal with it.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Leech Seed
Ferrothorn pairs nicely with Tentacruel covering each others weaknesses almost perfectly. He seems to have trouble going down too, in some cases dropping down into the red and then finding ways to come back to decent health before the battles done. Power Whip and Gyro ball both give Ferrothorn good was to do damage, the notable being Gyro Ball often hitting max power with Ferrothors great speed of 40. Spikes further limits the opponent from switching by taking a quarter of a pokemons HP when it comes in, as long as it doesn't fly or levitate. Leech Seed is its only recovery outside leftovers, but often its enough. The extra damage to enemies also helps.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
Starmie is the last member that ties up a few loose ends, the most notable is Thunderous who gives the rest of the team trouble, although he always seems to paralyze Starmie first. Other than that he supplies speed that the rest of my team lacks, and has great coverage allowing him to keep many threats in check. Hydro Pump is power move that will wash away most things that dont resist it. Thunderbolt and Ice Beam is the famous bolt beam combo that gives Starmie excellent coverage. I'm not 100% sure on analytic, I'm sure the extra power helps sometimes when Starmie goes second, such as against Thunderous, but there's timed he gets hit with a status and Natural Cure would have helped more.
My only other real concern is that I have 2 spinners. Sometimes this is ok, but this team doesn't really have a problem with entry hazards so i know 2 aren't really needed. I would just change it on the pokemon that uses it less but they both use it about the same amount.
Any suggestions you think would help would be appreciated. Thanks ^_^
I was going for a balanced team and I think I achieved it; it's hitting hard and taking hits well. I'm pleased with its performance as most of my losses have come from user error (Let's keep Ferrothorn in on Manetric, totally a good idea), so I don't know where improvements can be made. However, no team is perfect and there is always room for improvement, so i turn to you for suggestions and help.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Zen Headbutt
Easily the powerhouse of the team. With 656 attack after Pure Power, High Jump Kick will do serious damage to anything that doesn't resist it, If not just wipe it out. Zen Headbutt is a nice secondary stab, dealing with most things that High Jump Kick can't. Fake Out is always nice free damage allowing it to revenge damaged foes, also lets me get my mega evolution off if I will be outsped. Ice Punch is for extra coverage OHKOing Things like Gliscor, Landorus and Garchomp.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
Although Bisharp doesn't hit as hard as Maedicham, but still is an effective killer. Not to mention he has good synergy with Medicham being able to take things out that give medicham trouble such as bulky psychics. The Team is also pretty entry hazard heavy, often forcing opponents to use Defog. Bisharp loves coming in at that point and taking a free atk boost, in some cases resulting in a sweep. Sucker Punch is often his go to move considering his speed is meh. Knock Off is his real damage doer though, the opponent loosing the item part is just a plus. Iron Head is a nice alternative stab on an otherwise all dark moveset. Pursuit is to ensure destruction of those it is there to kill, not allowing them to escape; great for ghosts that might scare me out of High Jump Kick with Medicham.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Recently I was in the minds set of "Garchomp is an offensive pokemon, he should be used for offense only." Well I decided to give defensive chomp a try and I do not regret it. He takes hard hits well and the Rocky Helmet, Rough Skin combo does great at wearing down the enemy. Dragon Tail does decent damage and force switch plays well into the amount of entry hazards on this team. Earthquake is his go to damage move while Fire Blast helps deal with steels like Ferrothorn. stealth Rock Helps deal with fliers and negates almost any focus sashes (curse you Magic Guard) and sturdy pokemon.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin
This little guy seems to do a lot for the team, his typing lets him switch in on a lot meant for the rest of them team, and he has the bulk to take it. Scald is an obvious choice as it makes several physical attackers hesitates to switch or stay in on him. Acid Spray is a nice second move that lets me slowly win against special walls like Mega Sableye and many Fairies. Toxic Spikes is an always fun way of spreading status and can quickly doom a whole team if they don't deal with it.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Leech Seed
Ferrothorn pairs nicely with Tentacruel covering each others weaknesses almost perfectly. He seems to have trouble going down too, in some cases dropping down into the red and then finding ways to come back to decent health before the battles done. Power Whip and Gyro ball both give Ferrothorn good was to do damage, the notable being Gyro Ball often hitting max power with Ferrothors great speed of 40. Spikes further limits the opponent from switching by taking a quarter of a pokemons HP when it comes in, as long as it doesn't fly or levitate. Leech Seed is its only recovery outside leftovers, but often its enough. The extra damage to enemies also helps.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
Starmie is the last member that ties up a few loose ends, the most notable is Thunderous who gives the rest of the team trouble, although he always seems to paralyze Starmie first. Other than that he supplies speed that the rest of my team lacks, and has great coverage allowing him to keep many threats in check. Hydro Pump is power move that will wash away most things that dont resist it. Thunderbolt and Ice Beam is the famous bolt beam combo that gives Starmie excellent coverage. I'm not 100% sure on analytic, I'm sure the extra power helps sometimes when Starmie goes second, such as against Thunderous, but there's timed he gets hit with a status and Natural Cure would have helped more.
My only other real concern is that I have 2 spinners. Sometimes this is ok, but this team doesn't really have a problem with entry hazards so i know 2 aren't really needed. I would just change it on the pokemon that uses it less but they both use it about the same amount.
Any suggestions you think would help would be appreciated. Thanks ^_^
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