Team 10
I hate to be that guy but this looks a lot like arcphantom's team from round 12
So the squad is fire. Volcanion + Sand is just terribly good atm since Volc obliterates balance/stall having basically 0 switchins and Exca kills everything on offense in the sand. Smooth Rock Adamant Max Atk TTar provides everything you need to support the guys (trapping Latis if your oppo considers them switchins to Volc, Rocks, 8 turns of sand) and is overall a great mon in this meta. Sceptile is a great partner to Volc (as everyone realized) and kills the bulky water types who are prolly the only decent checks to the red guy. SD Jolly Scep is criminally underrated as it both threatens offense with his great speed tier but also poses a threat to more defensive builds. Added a somehow good defensive core to cover a decent chuck of the meta and provide Spikes (hazard stacking helps Exca in his cleaning duties and reduces Volc checks to 0). Colbur Berry SpD Jelly as someone noted on the metagame thread is maybe the best check to opposing Volc+Pursuit builds and also provides crucial spinblocking. Skarm is one of the most consistent mons ever and beats tons of physical attackers: Helmet over Leftovers to punish everyone who gets too close, everything else is pretty straightforward. JellySkarm + Volc are weak to Electrics but once Scept gets Mega I have 2 immunities and TTar takes Volt Switch decently, so not a huge problem anyway. Can't see a lot of weaknesses (tested the team and it works really well) but no team is bulletproof when you have 589243 mons around.
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 112 HP / 4 Def / 252 SpA / 140 Spe
Modest Nature
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Electric]
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Crunch
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 Spe
Bold Nature
- Recover
- Scald
- Will-O-Wisp
- Toxic
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Dragon Claw
- Drain Punch
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Spikes
- Brave Bird
- Whirlwind
Ok seen the team now and they really look similar, I obv don't have any way to prove I hadn't seen it before so I'm fine with whatever you guys wanna do.I hate to be that guy but this looks a lot like arcphantom's team from round 12
If I were you I'd think about running Chople Berry on T-tar because Mega Zam just kind of grabs you by the balls and refuses to let go, or at least run a more SpD spread on Skarm, Phys Def Skarm is ass it doesn't wall anything with a special move and lots of physical Pokemon can bust through it (CB Tar, Bish, Terrak, LO SD Chomp). Gengar can be a bitch too, you have zero switch-ins and every time it comes in it basically gets a free kill or does like 1000% to something. Does an unboosted D-Claw from Scep even kill Gengar lol? Smooth Rock is really nice for Exca but seriously auto losing to Mega Zam is terrible and trapping both it and Gengar would be very beneficial for your team. Also Zam can be annoying for Volc too because it traces Water Absorb, so another reason why Chople is great.
So the squad is fire. Volcanion + Sand is just terribly good atm since Volc obliterates balance/stall having basically 0 switchins and Exca kills everything on offense in the sand. Smooth Rock Adamant Max Atk TTar provides everything you need to support the guys (trapping Latis if your oppo considers them switchins to Volc, Rocks, 8 turns of sand) and is overall a great mon in this meta. Sceptile is a great partner to Volc (as everyone realized) and kills the bulky water types who are prolly the only decent checks to the red guy. SD Jolly Scep is criminally underrated as it both threatens offense with his great speed tier but also poses a threat to more defensive builds. Added a somehow good defensive core to cover a decent chuck of the meta and provide Spikes (hazard stacking helps Exca in his cleaning duties and reduces Volc checks to 0). Colbur Berry SpD Jelly as someone noted on the metagame thread is maybe the best check to opposing Volc+Pursuit builds and also provides crucial spinblocking. Skarm is one of the most consistent mons ever and beats tons of physical attackers: Helmet over Leftovers to punish everyone who gets too close, everything else is pretty straightforward. JellySkarm + Volc are weak to Electrics but once Scept gets Mega I have 2 immunities and TTar takes Volt Switch decently, so not a huge problem anyway. Can't see a lot of weaknesses (tested the team and it works really well) but no team is bulletproof when you have 589243 mons around.
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 112 HP / 4 Def / 252 SpA / 140 Spe
Modest Nature
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Electric]
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Crunch
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 Spe
Bold Nature
- Recover
- Scald
- Will-O-Wisp
- Toxic
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Dragon Claw
- Drain Punch
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Spikes
- Brave Bird
- Whirlwind