Hello all,
So this is my first foray into creating a Gen 6 team. Used to play a lot back in Advance and the early DPP days and as such have grown fond of a particularly dominant dragon Pokemon from back in the day. This is a team that I came up with built around that particular dragon Pokemon.
Salamence @ Life Orb
Ability: Intimidate
EVs: 116 Atk / 216 SAtk / 176 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Roost
This thing is a pretty darn amazing wallbreaker. Draco Meteor rips through anything that doesn't resist it. And people usually bring in something physically bulky on the switch and get dented by Draco Meteor as a result. Fire Blast is for steels and Earthquake hits those steels that resist Fire Blast (Heatran in particular). Roost gives him survivability. Considering giving him Brick Break over EQ to hit Kanga. Which could get problematic as I can't protect stall him with Ferrothorn.
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Iron Head
Swords Dance ramps up his power output to amazing heights. And combined with Huge Power, he has terrifying late game power. Intimidate allows him to come in on physical Pokemon and use the switch to mega evolve. Sucker Punch allows him to be a form of revenge killer as well. He is still incredibly fragile though and oftentimes dies before he can sweep everything. It is a bit difficult to switch him into anything and I don't think he makes a good lead either so it can be kind of hard to find a turn to get him to mega evolve him. But I usually find chances anyway as he actually handily resists all of what hits mence for SE!
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Power Whip
- Gyro Ball
Standard Ferrothorn set. The main defensive cog of this team. Also happens to be my safest switch in to Gyarados until I can confirm that they don't run mega. The buff to grass types has also made him an adequate switch in to Breloom as he now cannot be hit by Spore. Gyro Ball hits speed boosters really hard and actually. The Spikes are good for residual damage although it is rare to be able to set all 3 layers without them being spun away.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Protect
I have never used a defensive Heatran even when I played DPP briefly but this has actually worked really well. Also provides me another hazard setter. He also loves taking the fire attacks that could be aimed at 3 members of the team. Protect helps with scouting for random HP Ground hits and also helps with letting his Lefties heal him up. Phazing also stops boosters in their tracks. And since he primarily handles fire pokemon, his ability to setup rocks and then shuffle the enemy team also helps with making sure that fire types aren't switching in without getting dented. I am very pleasantly surprised with the effectiveness of Heatran as a full support Pokemon.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Standard Rotom-W which pretty much everyone and their mother knows about by now. He is still really good and is able to do his job well. Also one of my safer switch-ins to Talonflame and can switch in to Gyarados with impunity once I have confirmed that he isn't of a mega variety. Volt Switch is an incredible momentum-grabbing tool and lets me scout what to switch to next. Will-o-Wisp also helps cripple physical attackers, which helps Mawile a lot when he is in mega form as he has a pretty good Defense stat.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Standard CB Scizor. Provides me a Volt-Turn core and his strong Bullet Punches can help secure kills on Pokemon dented with hazards. His slow U-Turn and ability to force switches also give switch-in opportunities to Salamence and Mawile who are the two main heavy hitters on the team. He is pretty much my number 1 revenge killing option and I am actually considering fitting in Quick Attack over Pursuit to give me an additional priority move for opposing Fire types.
Potential things to improve on/Issues encountered on playtesting
- The abundance of steel types has made certain Pokemon problematic. Infernape in particular has a field day vs this team.
- Mold Breaker EQs. Excadrill is a bit of a pain to deal with. Mega Gyara is also problematic in this regard.
There you go. Tear this team apart folks.
Importable
So this is my first foray into creating a Gen 6 team. Used to play a lot back in Advance and the early DPP days and as such have grown fond of a particularly dominant dragon Pokemon from back in the day. This is a team that I came up with built around that particular dragon Pokemon.
Building the Team
Salamence has always been one of my favorite Pokemon. And as such he is the face of this team.
Added Mawile to form an offensive core. They also are able to switch in on each other's weaknesses. And they give me a double Intimidate core to dampen physical attackers.
Added Ferrothorn to give the team a defensive juggernaut.
Added Heatran to absorb fire attacks aimed at Ferrothorn.
Added Rotom-W for a FWG defensive core to supplement my offensive core.
Added Scizor for a Volt-Turn core and to provide revenge killing presence on this team.
The Move Sets
Salamence has always been one of my favorite Pokemon. And as such he is the face of this team.
Added Mawile to form an offensive core. They also are able to switch in on each other's weaknesses. And they give me a double Intimidate core to dampen physical attackers.
Added Ferrothorn to give the team a defensive juggernaut.
Added Heatran to absorb fire attacks aimed at Ferrothorn.
Added Rotom-W for a FWG defensive core to supplement my offensive core.
Added Scizor for a Volt-Turn core and to provide revenge killing presence on this team.
The Move Sets
Salamence @ Life Orb
Ability: Intimidate
EVs: 116 Atk / 216 SAtk / 176 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Roost
This thing is a pretty darn amazing wallbreaker. Draco Meteor rips through anything that doesn't resist it. And people usually bring in something physically bulky on the switch and get dented by Draco Meteor as a result. Fire Blast is for steels and Earthquake hits those steels that resist Fire Blast (Heatran in particular). Roost gives him survivability. Considering giving him Brick Break over EQ to hit Kanga. Which could get problematic as I can't protect stall him with Ferrothorn.
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Iron Head
Swords Dance ramps up his power output to amazing heights. And combined with Huge Power, he has terrifying late game power. Intimidate allows him to come in on physical Pokemon and use the switch to mega evolve. Sucker Punch allows him to be a form of revenge killer as well. He is still incredibly fragile though and oftentimes dies before he can sweep everything. It is a bit difficult to switch him into anything and I don't think he makes a good lead either so it can be kind of hard to find a turn to get him to mega evolve him. But I usually find chances anyway as he actually handily resists all of what hits mence for SE!
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Power Whip
- Gyro Ball
Standard Ferrothorn set. The main defensive cog of this team. Also happens to be my safest switch in to Gyarados until I can confirm that they don't run mega. The buff to grass types has also made him an adequate switch in to Breloom as he now cannot be hit by Spore. Gyro Ball hits speed boosters really hard and actually. The Spikes are good for residual damage although it is rare to be able to set all 3 layers without them being spun away.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Protect
I have never used a defensive Heatran even when I played DPP briefly but this has actually worked really well. Also provides me another hazard setter. He also loves taking the fire attacks that could be aimed at 3 members of the team. Protect helps with scouting for random HP Ground hits and also helps with letting his Lefties heal him up. Phazing also stops boosters in their tracks. And since he primarily handles fire pokemon, his ability to setup rocks and then shuffle the enemy team also helps with making sure that fire types aren't switching in without getting dented. I am very pleasantly surprised with the effectiveness of Heatran as a full support Pokemon.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Standard Rotom-W which pretty much everyone and their mother knows about by now. He is still really good and is able to do his job well. Also one of my safer switch-ins to Talonflame and can switch in to Gyarados with impunity once I have confirmed that he isn't of a mega variety. Volt Switch is an incredible momentum-grabbing tool and lets me scout what to switch to next. Will-o-Wisp also helps cripple physical attackers, which helps Mawile a lot when he is in mega form as he has a pretty good Defense stat.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Standard CB Scizor. Provides me a Volt-Turn core and his strong Bullet Punches can help secure kills on Pokemon dented with hazards. His slow U-Turn and ability to force switches also give switch-in opportunities to Salamence and Mawile who are the two main heavy hitters on the team. He is pretty much my number 1 revenge killing option and I am actually considering fitting in Quick Attack over Pursuit to give me an additional priority move for opposing Fire types.
Potential things to improve on/Issues encountered on playtesting
- The abundance of steel types has made certain Pokemon problematic. Infernape in particular has a field day vs this team.
- Mold Breaker EQs. Excadrill is a bit of a pain to deal with. Mega Gyara is also problematic in this regard.
There you go. Tear this team apart folks.
Importable
Salamence @ Life Orb
Ability: Intimidate
EVs: 116 Atk / 216 SAtk / 176 Spd
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Roost
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Iron Head
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Power Whip
- Gyro Ball
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Protect
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
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