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Fairly basic team w/ KangaSpikes, a spinblocker, and fire/water/grass synergy. Kangaskhan + Garbodor is a classic NU core, with the idea of wearing down Kangaskhan's checks with spikes and t-spikes (and just wearing down everything with fake out + t-spikes). Carracosta is a nice user of Stealth Rock that hasn't been seeing much attention lately thanks to Sceptile, but now that it's gone it's back and ready to shine. It's a solid normal resist and answer to Archeops among other things, with a STAB Scald to burn things and a weak Aqua Jet to pick off or weaken things like Pyroar, Archeops, and Magmortar. Rotom is nice for this team as well as it brings another nice check to a lot of mons if Carracosta gets worn down, it blocks spins and has momentum, and synergizes well with t-spikes since it can just spam hex. Magmortar brings a solid check/counter to things like opposing Rotom and Lilligant, and has nice synergy with hazards and Rotom to wear down the common Lanturn. Finally Lilligant is a solid late game wincon that can easily sweep once it's checks have been worn down (again synergy with hazards) and also gives a water resist helping against things like Samurott.
The lack of a check to strong & powerful attackers is the clear downfall of this team. Silk Scarf Kangaskhan can do heavy damage with boosted Fake Outs and Double Edges, essentially weakening the so Floatzen can clean up late game. Floatzel can use its STAB moves along with coverage to KO everything that may survive Kangaskhan's onslaughts. Finally, Mesprit provides Stealth Rock, allowing Floatzel to grab KOs much more easy and can provide Healing Wish support to both members of this core should they get weakened or crippled.
Cool team, also probably first kangaspikes i see with Fwg core!
First thing i noticed was no electric immunity,and even tho magmortar is really good check to all electric types they can just volt out into something else.I decided to go with E-vire which breaks through magmortar and hits near everything for super effective damage, but im also gonna post Magmortar which has the same coverage and a lot more power,this time i decided to go with LO set which isnt as splashable as AV but a lot more threatening.
Sligod just destroys this team - It sets up on every member but Kanga, which can be stalled out with double edge recoil if it has a few curses under its belt. There is no phaser, steel type, or strong ice stab to deter it. Once it gets up a few curses, the only thing preventing it from winning is a crit. In order to give it the best ability to begin setting up, I decided to pair it with Skuntank who can succeed at clearing hazards easily against this team.
Sligoo @ Eviolite
Ability: Sap Sipper
EVs: 252 HP / 168 Def / 88 Spd
Careful Nature
- Curse
- Rest
- Sleep Talk
- Outrage
So, Omastar can switch into, and set up against either carracosta or Garbodor, and then, once set up, it can OHKO every single team member with either hydro pump or ice beam.
edit: realized that this should be a core, so figured that primeape should pair well, to lure in garb, and get in omastar safely, with the added benefit that CB primeape can fairly easily tear apart the team once garb and rotom are gone:
Omastar @ White Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Stone Edge
+2 252+ SpA Omastar Hydro Pump vs. 0 HP / 0 SpD Kangaskhan: 435-513 (123.9 - 146.1%) -- guaranteed OHKO
+2 252+ SpA Omastar Hydro Pump vs. 252 HP / 0 SpD Garbodor: 426-502 (117 - 137.9%) -- guaranteed OHKO
0 Atk Garbodor Drain Punch vs. 0 HP / 4 Def Omastar: 86-102 (30.6 - 36.2%) -- 42.1% chance to 3HKO
+2 252+ SpA Omastar Hydro Pump vs. 252 HP / 64 SpD Carracosta: 468-552 (132.9 - 156.8%) -- guaranteed OHKO
0 SpA Carracosta Scald vs. 0 HP / 0 SpD Omastar: 100-118 (35.5 - 41.9%) -- guaranteed 3HKO
+2 252+ SpA Omastar Hydro Pump vs. 252 HP / 0 SpD Rotom: 450-529 (148 - 174%) -- guaranteed OHKO
+2 252+ SpA Omastar Hydro Pump vs. 64 HP / 0 SpD Assault Vest Magmortar: 504-594 (164.1 - 193.4%) -- guaranteed OHKO
+2 252+ SpA Omastar Ice Beam vs. 0 HP / 0 SpD Lilligant: 500-590 (177.9 - 209.9%) -- guaranteed OHKO
Basically a team that aims to overwhelm the opposing team by spamming strong water-types in Floatzel and Samurott. HP Electric Floatzel lures in Mantine and Jolly Samurott outspeeds max spe aboma. Rotom is there to give the team something to check things faster than Floatzel, such as Swellow and spam Will-O-Wisps, which is a cool thing since it shares some common checks with floatzel and samurott. Camerupt is the SR setter, Fire-types check and Electrics check and can, once again, weaken water-types (woohoo!). Weezing offers another fight-check, as well as something for lilligant and audino, while Shiftry is the obligatory offensive grass-type that also allows me to check psychics and boom on bulky things.
Aurorus @ Choice Specs
Ability: Refrigerate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hyper Voice
- Freeze-Dry
- Nature Power
- Earth Power
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 192 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Signal Beam
- Volt Switch
- Scald
- Heal Bell
Aurorus literally OHKOs all members of this team, so that's i guess breaking it. mixed defensive Lanturn helps with checking Samurott and Floatzel, and helps bring in Aurorus safely with a Volt Switch. I found that Nature Power turns into an Ice-type Tri Attack, which dodges sucker punch from Shiftry. not that it helps in any way, just thought it was a cool thing to share.
-So,this core is taken from Advantage Rain team since i thought its pretty dangerous vs this team.Reason being is this team has no hazard control, and garbodor can come in vs shiftry or samurott to set up hazards,while ludicolo can setup rain vs camerupt/floatzel and proceed to sweep entire team(except shiftry which has priority),and can kill weezing outside of rain.
-This team has no Malamar answer,and it can just casually set up on half pokemon here,garbodor is added because it can easily setup spikes and team not having hazard control makes its job easier, garbodor also forces piloswine in which gives malamar opportunity to start setting up with superpower and nothing can revenge kill it.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Signal Beam
- Energy Ball
- Healing Wish
Rozes team doesn't have much to handle a +2 Samurott and Mesprit helps do tackle Garbodor, lure Shiftry, and provide Healing Wish if neccesary. Megahorn isn't neccesary so I added Substitute so it can take advanatge of turns like Combusken Protecting or when something is switching out.