Monotype Teambuilding Competition V2 Cycle 16 - Infernape + Fletchinder [Voting Stage]

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Seo.

Nice guys always finish last...
Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Moonblast
- U-turn
- Encore

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Play Rough
- Iron Head
- Fire Blast
- Sucker Punch

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Dazzling Gleam
- Fire Blast
- Trick

Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Diamond Storm
- Earth Power


This team is basically 4 standard mons with the Core, Klefki and Whimsicott. Klefki is to set up screens allowing Azumarill to set up easier and in general take less from hits. Azumarill is my set up sweeper, and Togekiss is my revengekiller. Mega Diancie helps a ton with the flying, fire and electric matchups. Whimsicott is the standard set forming a duel prankster team and Mawile is Life Orb Sheer Force as it makes it a bit more useful, and Fire Blast to hit things like Ferrothorn and Scizor
 
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Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 148 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Reflect
- Light Screen
- Foul Play

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Belly Drum

Mawile @ Shuca Berry
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Super Fang
- Stealth Rock
- Metal Burst
- Taunt

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Memento
- Leech Seed
- Protect
- Substitute

Clefable @ Leftovers
Ability: Magic Guard
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled

Togekiss @ Babiri Berry
Ability: Serene Grace
EVs: 248 HP / 48 Def / 36 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Nasty Plot
- Roost

I shamelessly used a template team>< Anyway I just play up the hyperoffense, by changing support togekiss to NP (mostly for vs water) and using whimsicott's memento as a second way to get in the 3sweepers, although that may show a lack of confidence in my dual screen play. Mawile is only good as a lure imo, so I just gave it metalburst+shuca berry, since stuff like lando tend to be the main offense against fairy teams. taunt+superfang should let me trade against zapdos and bulky waters, which should give the sweepers an easier time, or at the least, greatly annoy offensive switchins.
 
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Mawile (M) @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Play Rough
- Crunch
- Stone Edge

Whimsicott (F) @ Big Root
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Substitute
- Leech Seed
- Memento

Wigglytuff (M) @ Choice Specs
Ability: Competitive
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Flamethrower
- Hyper Voice
- Dazzling Gleam
- Focus Blast

Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Draining Kiss
- Moonblast
- Psyshock

Togetic (M) @ Eviolite
Ability: Serene Grace
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Ancient Power
- Defog
- Roost
- Fire Blast

Slurpuff (M) @ Sitrus Berry
Ability: Unburden
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
IVs: 30 HP
- Drain Punch
- Belly Drum
- Play Rough
- Cotton Guard


Mawile: I chose choice band Mawile because it cannot mega evolve so it needs that nice extra damage, iron head and play rough are great stab, I chose stone edge for the ability to take out fire types and crunch for those pesky walls because I can possibly get a defense drop to make it easier to win.
Whimsicott: I chose big root toxic substitute leech seed memento prankster Whimsicott because the big root gives back more hp from leech seed so I can stall sub longer and Toxic to stall them out while im leeching their hp and then if I have a really annoying sweeper set upper I can just prankster that momento to reduce their sweep, or to force a switch. WigglyTuff: I chose Flamethrower, hyper voice, dazzling gleam, focus blast choice specs because Wigglytuff is a beast and can put out that nice special damage which is boosted by those specs so that flamethrower can roast klefkis and whimsicotts, steel types that threaten my fairy team, and a focus blast for those heatrans, along with hyper voice for those poison types and anything that my other moves are weak against. Gardevoir-Mega: I chose mega gardevoir with moonblast, psyshock, draining kiss, and protect for these reasons; Protect allows me to Mega-Evolve to gain my boosted stats then I can moonblast for special attacks and to lower my opponents sp atk hopefully, draining kis for when my hp is getting low, and psyshock for my enemies that are raising their special defense too high, I can just hit their defense and do my damage. Togetic: I chose Togetic with eviolite because I want a tank, like chansey you run the second evolution so you have a tanky master, Togetic can eat up hits and burn those physical attackers, while removing hazards, gaining hp back with roost, and has a 20% chance to get stat boosts with ancient power. Slurpuff: As with all great teams you want a good win condition, slurpuffs' hp is set to perfectly give me the sitrus berry as soon as I use belly drum then I can drain punch to gain the rest of my hp, play rough for good STAB, and cotton guard for against physical attackers, cotton guarding might be good to use before belly drum, it all depends what you are going against. Thanks, that is my full description.
 
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Mawile @ Leftovers
Ability: Intimidate
EVs: 240 HP / 168 Def / 100 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Taunt
- Super Fang

Whimsicott @ Miracle Seed
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Memento
- Giga Drain
- Tailwind

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Earth Power
- Moonblast
- Ancient Power

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Spikes
- Thunder Wave

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Nasty Plot
- Aura Sphere


To Be Continued...
 
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Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Def / 176 SpD
Careful Nature
- Stealth Rock
- Metal Burst
- Super Fang
- Knock Off / Toxic

Whimsicott @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Moonblast
- Giga Drain
- Stun Spore
- Memento

Togekiss @ Babiri Berry
Ability: Serene Grace
EVs: 248 HP / 84 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Flamethrower
- Roost / Aura Sphere

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 64 Atk / 200 SpA / 244 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 72 HP / 252 Atk / 4 SpD / 180 Spe
- Play Rough
- Aqua Jet
- Superpower
- Belly Drum

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Trick
- Healing Wish


I'll be totally honest, being someone that barely touches fairy if at all, this core looked pretty tough to work with. However, as I was teambuilding, I think I came up with some brilliant ideas, and this team really grew on me. This is especially for the fact that this works without Klefki, which I think is a pretty cool feat it itself. Now, granted, that wasn't what I originally planned or intended, but, I gotta say, I'm stoked with the end result I came up with, and I hope yall do too!

Mawile took me a bit to come up with a good set, I know I definitely wanted it as a lead, taking advantage of its great defensive typing (with neutrality to Steel and immunity to Poison), and Intimidate (one thing Mawile has that Klefki doesn't). Here I gave it Metal Burst as a way to deal serious damage to incoming threats, doing double the damage to both Physical and Special Attackers alike. Super Fang is to quickly widdle down health on walls, dealing half of the opponents health at full. Knock Off gives it additional utility by, as the name implies, Knocking Off items. This also gives me a semi-decent check to Gengar. Toxic can also be used to further stall out HP.

Whimsicott I've always had a secret crush on when used on Fairy Teams, because of its pretty handy Grass coverage it provides (which is extremely handy against Ground and Water especially), and its a pretty interesting Prankster abuser. With access to a ton of support moves, like Encore, Stun Spore, Leech Seed, Tailwind, ect, its fun to play around with. Here, I decided to do something interesting--since I am not running Screens, I thought it would be a nice surprise to run Memento! This gives a great opportunity for Azumarill to set up, and either it or Diancie to shred teams to bits! The set from here is pretty standard, given its basically my Klefki replacement with priority paralysis.

I really wanted a Stallbreaker on this team, which most Fairy Teams often lack, so I did a hybrid of certain someone's set, and added Nasty Plot. This gives me a great general Steel check, especially to Bisharp and Scizor. It also has a great amount of bulk to abuse Nasty Plot to the fullest, and easily break any stall situations I may get into with merciless flinch hax! For the last slot, I preferred Roost to keep its health up for as long as possible, but if you're really nervous about Heatran (even though Diancie 2KO's it, and Azumarill OHKOs), Aura Sphere can be used, however I don't see much of a need.

Diancie was the Mega I decided on early on, granting me hard-hitting rock coverage, providing me with more speed, some type of hazard control, and a pretty good scout. The set's pretty basic, but I'm running HP Fire over Earth Power, because I feel I get a lot more out of it, being able to potentially surprise KO Scizor on switchin, a chance to OHKO Skarmory after Sturdy is broken, and be able to hit Grass mons, compared to just being able to hit Heatran (whose Balloon needs to be broken first anyhow).

Azumarill was a no brainer to have on this team, giving me an aditional Steel neutrality, and a very reliable Physical Attacker and Cleaner. Intimidate along with Memento are very key here for a successful sweep, making it near dead easy to set up Belly Drum and maximize its attack levels. The rest from there is basic, however, I put on Superpower, because I was lacking Fighting coverage, and Mawile already had Knock Off anyhow.

For the last slot, this was where I was really debating whether to actually pop on Klefki or not. If I did, the only thing I'd really get out of it is an additional hazard to stack, which don't get me wrong is nice, but this team already has plenty of hard hitters. I'd also be increasing my Fire weakness, which the team already has to be over-reliant on Diancie and Azumarill as it was. I also didn't exactly see a need for screens, since Whimsicott already had Memento in its artillery. So, with that said, I thought a scarfer would be extremely beneficial to have, as well as something to be able to hit Poison, and Gardevoir was added. Along with what I just mention, it also gives me even more support, in Trick to completely screw up opposing walls, and Healing Wish to recover any hurt teammates (which is great considering the only pokemon on the team with recovery at all is Togekiss). The only additional thing I think would be worth mentioning would be, the reason I'm running Psychic over Psyshock, because 1, slightly stronger, and 2, for Mega Venusaur--most are ran Physically Defensive, so Psychic would hit it a lot harder.


scp edit: added to the hub

...gotta love try-hard posts during an all-nighter
 
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Congrats to Zyo for winning(again!) Second place goes to Dece1t.
n64lord: 3
jo z: 3
Stun: 4
zyo: 5
todosandybanks: 2

Next week's type will be electric, and the pokemon will be...

Heliolisk (<3) and...

Rotom-Heat!​
Teambuilding Deadline: 7/29
Voting Deadline: 8/1
Good luck!
 
6 Volt Switch.

Magnezone @ Choice Specs
Ability: Sturdy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch
- Flash Cannon

Zapdos @ Leftovers
Ability: Pressure
EVs: 148 HP / 252 SpA / 108 Spe
Bold Nature
IVs: 0 Atk
- Heat Wave
- Volt Switch
- Roost
- Defog

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Switch
- Superpower
- Knock Off
- Thunder Wave

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Overheat
- Volt Switch
- Hidden Power [Ice]
- Trick

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hyper Voice
- Hidden Power [Ice]
- Grass Knot

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dragon Pulse
- Focus Blast

The core this time was a pretty interesting one. Heliolisk is a pretty uncommon Pokemon on Electric while Rotom-H is a cool Choice Scarf user but unfortunately, running it means I can't run one of the best Pokemon on Electric, Rotom-Wash. I went for Life Orb Heliolisk since it has a pretty good speed tier. Hyper Voice / Volt Switch are STAB and HP Ice / Grass Knot are regular coverage moves to beat Ground/Flying types like Gliscor and Landorus and Ground/Water types like Swampert and Quagsire. For Rotom-H, I decided to go for Choice Scarf allowing me to use Choice Specs Magnezone. Overheat / Volt switch are STAB and HP Ice, again, beats Ground/Flying type Pokemon. Trick can pretty easily render walls like Zapdos and Chansey useless, which are HUGE threats to Electric-type teams.
Thundurus, Zapdos, Rotom-Wash and Magnezone are, in my opinion, necessary for any viable Electric team. Because of the core featuring Rotom-H, running Rotom-W is not possible so I went with the other 3. Zapdos is a great physical wall on Electric that can defog away Stealth Rock to preserve Thundurus and Rotom-H's health and Magnezone's Sturdy. 108 Speed EVs can outspeed Breloom / Bisharp which are both threats to the team and can Heat Wave them. Thundurus' set may seem a bit weird but it's the best set I've seen so far. Superpower + Knock Off takes care of Chansey and P2 which can 6-0 the team pretty easily otherwise. Volt Switch can cancel out the Superpower drops and beats physical walls that tend to switch in such as physically defensive Staraptor and Skarmory. Priority Thunder Wave beats faster threats and is a great move overall. I opted for Choice Specs Magnezone as I already had a Choice Scarf user in Rotom-H. Flash Cannon / TBolt / Volt Switch are obligatory STAB moves and HP Grass beats certain Water/Ground Pokemon that tend to switch in such as Swampert, Quagsire, Gastrodon, and Seismitoad.
Lastly, I needed a mega evolution. Seeing as I lacked Rotom-Wash, my team had a huge drop in overall bulk. Mega Manectric's Intimidate is useful no doubt yet Mega Ampharos' bulk and outright power appealed to me a lot more. Rotom-H manages to cover every single one of Mega Ampharos' weaknesses besides Dragon, which Magnezone resists. Dragon Pulse / TBolt / Volt Switch are strong STAB moves that can pack a punch from Mega Ampharos' special attack. Focus Blast hits Steel / Ice types for super effective damage which is helpful.

That's basically it, all you have to do is keep clicking Volt Switch and getting a bit of damage on everything. If they set up rocks, go into zapdos to defog them away and keep volt switching. skill.
 
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Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Protect
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Will-O-Wisp
- Trick

Thundurus @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Superpower
- U-turn
- Wild Charge

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Thunderbolt
- Volt Switch
- Surf / Hidden Power [Ice]

Magnezone @ Choice Specs
Ability: Sturdy
EVs: 84 HP / 252 SpA / 172 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpD / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Rock]

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Bug Buzz
- Thunder
- Sticky Web

At first glance, this team looks trash, and tbh it is. But since the core looked so offensive, balance really wasn't working well. So i decided to go HO. First, I decided what sets to run on the core pokemon. Rotom-H isn't really a good defensive Pokemon because of its bad typing, so I decided to use a scarf offensive set. Will-O-Wisp was added to cripple physical attackers, especially Bisharp since it looked threatening to the rest of the team. Trick lures things like Chansey, Porygon2, Volcarona and opposing Zapdos'. For Heliolisk I decided to just use LO 4 attacks. I ran dual STAB with Grass Knot and Surf for additional coverage. Grass Knot 2HKOs hippowdon and Gastrodon, and surf pretty much to hit other ground types. The reason I like surf here is because it 2HKO's Volcarona, which is pretty huge for this team, although Hidden Power Ice can be used if you find Volcarona not be a huge threat. Next I added Galvantula. It's what the entire team was based around. I used webs + dual stab and thunder wave. Thunder Wave is nice to cripple fast threats since it always lives a hit with Focus Sash. Mega Manectric is the mega of choice and is a nice glue that holds the team together. It hits a nice speed tier, tying with mega Lopunny. I decided to use Tylacto's set, since being able to scout with Protect is nice for a HO team like this. It helps when playing things like Scarf Landorus on Flying. Next I needed something to truely abuse the webs. Banded Thundurus was great here with its great coverage and ability in Defiant, punishing defoggers. I decided to use Specs Magnezone in the last slot because this team looked Fairy weak and needed a Mega Venusaur check. Hidden Power rock was used as an emergency Volcarona check. You can use Hidden Power Grass but Volcarona is such a huge threat to this team after its setup. My ways of dealing with it are beating it with heliolisk if it decides to come in on it, going hard into bandurus and clicking wild charge or chip damage and coming in with hp rock mag.

This team is quite bad because of the obvious lack of a defogger. However it was the most creative way to use this shit really bad core and is usable. My good friend shady(Penguinn ) helped me build and test this team. He went on a pretty nice 27-3 run with it. He could prolly peak higher tho :p

http://replay.pokemonshowdown.com/monotype-400039576 (vs fighting)
http://replay.pokemonshowdown.com/monotype-400053290 (vs fairy)
http://replay.pokemonshowdown.com/monotype-400058156 (vs opposing electric. Wanted to show that bc zapdos)
http://replay.pokemonshowdown.com/monotype-400062603 (vs bug. Volcarona x.x)
http://replay.pokemonshowdown.com/monotype-400065094 (vs dragon. questionable team but its still dragon)
http://replay.pokemonshowdown.com/monotype-400030938 (vs dragon. again, questionable team but its dragon)
 
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Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Overheat
- Volt Switch
- Hidden Power [Ice]
- Trick

Heliolisk @ Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Volt Switch
- Surf
- Grass Knot

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 Atk / 8 SpA / 248 Spe
Hasty Nature
- Thunderbolt
- Superpower
- Knock Off
- Thunder Wave

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 184 HP / 168 Def / 156 SpA
Bold Nature
IVs: 0 Atk
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk

Zapdos @ Leftovers
Ability: Pressure
EVs: 208 HP / 48 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Discharge
- Toxic
- Defog
- Roost

Pancake (Stunfisk) @ Rocky Helmet
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power / Volt Switch
- Toxic
- Pain Split


This was a tough core to pull off, but I think what I came up with is pretty alright. Rotom-Heat has a very nice niche in threatening Grass and Steel teams, which would often be a hassle to take on otherwise, and Heliolisk is a good partner due to be a really good Offensive Pivot, and immunity to Water Attacks (it along with Rotom form this really nice F/W/G coverage that's extremely useful).

Rotom I decided to have it use a Choice Scarf set. While the SpA drop from Overheat can often suck, its enough to outspeed almost everything on Grass teams. When its not necessarily needed in a match, I have Trick so at the very least it can cripple walls. I also have HP Ice as a means to check Dragon types and Landorus.

Heliolisk was the 2nd requiremed mon, and here I ended up deciding on a Choice Specs set. It was already on the weak side, and I felt LO wouldn't give it enough Firepower to be threatening enough, hence why I opted for the item that boosts its Special Attack the most. It has a very nice ability in (somewhat) threatening Ground teams, as well as immunity to Water Attacks.

I decided early on to have Thundurus as my "Physical Attacker" (I say that in quotes because here it's being ran Mixed). It sits at a very nice Speed Tier, allowing it to outspeed max base 110 mons (this includes Lati@s, Mega Gallade, Gengar, ect.). I'm running Thunder Bolt over Wild Charge because I feel along with LO, it's gonna receive a hefty amount of recoil, and it'll get worn down quick. Tbolt negates that, and its nearly as strong if not stronger than its other 2 attacks. I lastly have Thunder Wave to take advantage of Prankster, and abuse priority paralysis.

Ampharos was the Mega I decided on due to the fact that I was lacking a Defensive Wall, since this team is not running Rotom-W. Upon Mega Evolution it gains a much more usable Defense stat, along with a very nifty part Dragon typing. Since I'm running it (for the most part) Physically Defensive, I chose to run the Rest Talk set so I can keep its health up at all times.

I don't think you can make a successful Electric Team without Zapdos, so he was a no brainer to add. With access to both Toxic and Defog, he is one of the premier choices for a Special Defensive Wall. The set's pretty basic from there, so I won't go much more into it.

The last slot had me scratching my head for a bit, but, eventually I decided to run Stunfisk. Why? Well, he's the only SR user on Electric (which really helps in wearing down opposing teams), and I wanted another mon to back up Ampharos in case something happens, so I have a 2nd defensive pivot for emergencies. He also helps to spread Toxic alongside Zapdos, which along with SR is gonna really help wear down opposing teams slowly but surely. The last slot I have Pain Split so I have some form of recovery.

....Not to mention, my name was Stunfisk The Great, wink wink ;)
 
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6 Volt Switch.

Magnezone @ Choice Specs
Ability: Sturdy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch
- Flash Cannon

Zapdos @ Leftovers
Ability: Pressure
EVs: 148 HP / 252 SpA / 108 Spe
Bold Nature
IVs: 0 Atk
- Heat Wave
- Volt Switch
- Roost
- Defog

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Switch
- Superpower
- Knock Off
- Thunder Wave

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Overheat
- Volt Switch
- Hidden Power [Ice]
- Trick

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hyper Voice
- Hidden Power [Ice]
- Grass Knot

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dragon Pulse
- Focus Blast

The core this time was a pretty interesting one. Heliolisk is a pretty uncommon Pokemon on Electric while Rotom-H is a cool Choice Scarf user but unfortunately, running it means I can't run one of the best Pokemon on Electric, Rotom-Wash. I went for Life Orb Heliolisk since it has a pretty good speed tier. Hyper Voice / Volt Switch are STAB and HP Ice / Grass Knot are regular coverage moves to beat Ground/Flying types like Gliscor and Landorus and Ground/Water types like Swampert and Quagsire. For Rotom-H, I decided to go for Choice Scarf allowing me to use Choice Specs Magnezone. Overheat / Volt switch are STAB and HP Ice, again, beats Ground/Flying type Pokemon. Trick can pretty easily render walls like Zapdos and Chansey useless, which are HUGE threats to Electric-type teams.
Thundurus, Zapdos, Rotom-Wash and Magnezone are, in my opinion, necessary for any viable Electric team. Because of the core featuring Rotom-H, running Rotom-W is not possible so I went with the other 3. Zapdos is a great physical wall on Electric that can defog away Stealth Rock to preserve Thundurus and Rotom-H's health and Magnezone's Sturdy. 108 Speed EVs can outspeed Breloom / Bisharp which are both threats to the team and can Heat Wave them. Thundurus' set may seem a bit weird but it's the best set I've seen so far. Superpower + Knock Off takes care of Chansey and P2 which can 6-0 the team pretty easily otherwise. Volt Switch can cancel out the Superpower drops and beats physical walls that tend to switch in such as physically defensive Staraptor and Skarmory. Priority Thunder Wave beats faster threats and is a great move overall. I opted for Choice Specs Magnezone as I already had a Choice Scarf user in Rotom-H. Flash Cannon / TBolt / Volt Switch are obligatory STAB moves and HP Grass beats certain Water/Ground Pokemon that tend to switch in such as Swampert, Quagsire, Gastrodon, and Seismitoad.
Lastly, I needed a mega evolution. Seeing as I lacked Rotom-Wash, my team had a huge drop in overall bulk. Mega Manectric's Intimidate is useful no doubt yet Mega Ampharos' bulk and outright power appealed to me a lot more. Rotom-H manages to cover every single one of Mega Ampharos' weaknesses besides Dragon, which Magnezone resists. Dragon Pulse / TBolt / Volt Switch are strong STAB moves that can pack a punch from Mega Ampharos' special attack. Focus Blast hits Steel / Ice types for super effective damage which is helpful.

That's basically it, all you have to do is keep clicking Volt Switch and getting a bit of damage on everything. If they set up rocks, go into zapdos to defog them away and keep volt switching. skill.
Added the descriptions can I get some more love now thanks
 
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