Completely new to the 'real' competitive scene. I've played with friends before and am at least somewhat familiar with the way the metagame works.
Therefore, this is my first 'real' team ever, so I suppose I can use all the help I can get! ;) If it's really terrible, please tell me because that means I probably really need to get some more insight into this whole thing.
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly (+Spe, -SpA)
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
Standard Lead Aerodactyl. Taunt to prevent others from setting up, survive with Focus Sash, then set up Stealth Rocks. If Aerodactyl survives, attempt to beat the opponent up with EdgeQuake. There's not a whole lot more to eat.
Metagross @ Choice Scarf
Ability: Clear Body
EVs: 252 Atk / 252 Spe / 4 Def
Nature: Jolly (+Spe, -SpA)
- Earthquake
- Meteor Mash
- Ice Punch
- Zen Headbutt
Meteor Mash for obvious STAB, Earthquake for all-round great damage. Ice Punch really as a bit of a filler move, but possibly for taking care of things like Gliscor, Dragonite and Flygon, which could prove to be a bit of a nuisance. Zen Headbutt is filler for STAB. Choice Scarf to be able to outrun things without needing to set up with Agility first.
Metagross is really the meat of the team, being able to hit many things with its great coverage. The rest of the team (except Aerodactyl and Heatran) is based on getting rid of anything Metagross might not be able to handle.
Dragonite @ Life Orb
Ability: Inner Focus
EVs: 56 Atk / 252 SpA / 200 Spe
Nature: Mild/Lonely (+SpA, -Def / +Atk, -Def)
- Draco Meteor
- Fire Blast
- Superpower
- Extremespeed
Pairs up with Metagross to resist incoming Fire and Ground attacks. Draco Meteor is simply for great STAB. Fire Blast is to make up for the loss in SpA after a Draco Meteor. Superpower is just for general power against things like Blissey and Extremespeed to make up for what Dragonite lacks in Spe might it be required. The thing I'm worried about most right now is PP, because they are all 5 PP moves.
I think I may need to experiment with the nature a bit here, because I'm not sure what will work best. I suppose Mild will work to sort of balance Atk and SpA and Mild simply emphasizes on Dragonite's impressive base Atk. Ideas?
Additionally, I was unsure about a good EV spread so I just took it straight from Smogon's analysis for Dragonite as a mixed sweeper, which I suppose is tested and works. Again, ideas?
Mismagius @ Salac Berry
Ability: Levitate
EVs: 108 HP / 148 SpA / 252 Spe
Nature: Timid
- Nasty Plot
- Substitute
- Shadow Ball
- Thunderbolt
Mismagius as a special sweeper. Just wanted to try it out and see how well it could work. Used Thunderbolt here to be able to actually hit waters nicely. Substitute is used to be able to set up with Nasty Plot, after which Mismagius can be quite devastating.
Should I consider using HP Fighting over Thunderbolt? I think I have reasonable enough coverage to get rid of things like Blissey on the rest of the team, and I feel that, if I do get rid of Thunderbolt here I have a lack of moves to hit waters. Thoughts?
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 252 Spe / 4 SpD
Nature: Jolly
- Swords Dance
- Extremespeed
- Close Combat
- Crunch
Fairly standard Swords Dance Lucario to work with Mismagius. I chose Crunch over other options to deal with Rotom, which I think can be quite a nuisance to my team. In order to get rid of Rotom and other potential troublemakers for my team, I also added Heatran to the team, as can be seen below.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 SpD
Nature: Naive
- Fire Blast
- Earth Power
- Explosion
- Hidden Power Grass
Pretty standard Scarftran I guess. Went with HP Grass for some water coverage. I chose Heatran as a last filler of sorts mostly just so it would be a bit easier to deal with Rotom and the like. I went with a Naive nature to make sure Heatran would be able to outspeed certain other Pokemon. Heatran has the power, but not being able to outspeed some things could potentially shut it down, which I obviously don't want.
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Personally I think I have way too many Pokemon weak to EQ (and other ground moves, for that matter), even though half my team is completely immune to it as well.
So, thoughts?
Therefore, this is my first 'real' team ever, so I suppose I can use all the help I can get! ;) If it's really terrible, please tell me because that means I probably really need to get some more insight into this whole thing.
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly (+Spe, -SpA)
- Taunt
- Stealth Rock
- Earthquake
- Stone Edge
Standard Lead Aerodactyl. Taunt to prevent others from setting up, survive with Focus Sash, then set up Stealth Rocks. If Aerodactyl survives, attempt to beat the opponent up with EdgeQuake. There's not a whole lot more to eat.
Metagross @ Choice Scarf
Ability: Clear Body
EVs: 252 Atk / 252 Spe / 4 Def
Nature: Jolly (+Spe, -SpA)
- Earthquake
- Meteor Mash
- Ice Punch
- Zen Headbutt
Meteor Mash for obvious STAB, Earthquake for all-round great damage. Ice Punch really as a bit of a filler move, but possibly for taking care of things like Gliscor, Dragonite and Flygon, which could prove to be a bit of a nuisance. Zen Headbutt is filler for STAB. Choice Scarf to be able to outrun things without needing to set up with Agility first.
Metagross is really the meat of the team, being able to hit many things with its great coverage. The rest of the team (except Aerodactyl and Heatran) is based on getting rid of anything Metagross might not be able to handle.
Dragonite @ Life Orb
Ability: Inner Focus
EVs: 56 Atk / 252 SpA / 200 Spe
Nature: Mild/Lonely (+SpA, -Def / +Atk, -Def)
- Draco Meteor
- Fire Blast
- Superpower
- Extremespeed
Pairs up with Metagross to resist incoming Fire and Ground attacks. Draco Meteor is simply for great STAB. Fire Blast is to make up for the loss in SpA after a Draco Meteor. Superpower is just for general power against things like Blissey and Extremespeed to make up for what Dragonite lacks in Spe might it be required. The thing I'm worried about most right now is PP, because they are all 5 PP moves.
I think I may need to experiment with the nature a bit here, because I'm not sure what will work best. I suppose Mild will work to sort of balance Atk and SpA and Mild simply emphasizes on Dragonite's impressive base Atk. Ideas?
Additionally, I was unsure about a good EV spread so I just took it straight from Smogon's analysis for Dragonite as a mixed sweeper, which I suppose is tested and works. Again, ideas?
Mismagius @ Salac Berry
Ability: Levitate
EVs: 108 HP / 148 SpA / 252 Spe
Nature: Timid
- Nasty Plot
- Substitute
- Shadow Ball
- Thunderbolt
Mismagius as a special sweeper. Just wanted to try it out and see how well it could work. Used Thunderbolt here to be able to actually hit waters nicely. Substitute is used to be able to set up with Nasty Plot, after which Mismagius can be quite devastating.
Should I consider using HP Fighting over Thunderbolt? I think I have reasonable enough coverage to get rid of things like Blissey on the rest of the team, and I feel that, if I do get rid of Thunderbolt here I have a lack of moves to hit waters. Thoughts?
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 252 Spe / 4 SpD
Nature: Jolly
- Swords Dance
- Extremespeed
- Close Combat
- Crunch
Fairly standard Swords Dance Lucario to work with Mismagius. I chose Crunch over other options to deal with Rotom, which I think can be quite a nuisance to my team. In order to get rid of Rotom and other potential troublemakers for my team, I also added Heatran to the team, as can be seen below.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 SpD
Nature: Naive
- Fire Blast
- Earth Power
- Explosion
- Hidden Power Grass
Pretty standard Scarftran I guess. Went with HP Grass for some water coverage. I chose Heatran as a last filler of sorts mostly just so it would be a bit easier to deal with Rotom and the like. I went with a Naive nature to make sure Heatran would be able to outspeed certain other Pokemon. Heatran has the power, but not being able to outspeed some things could potentially shut it down, which I obviously don't want.
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Personally I think I have way too many Pokemon weak to EQ (and other ground moves, for that matter), even though half my team is completely immune to it as well.
So, thoughts?