So, my friends and I are having a monotype tourney soon, and I chose Psychic for my type. I think I built a pretty solid team, as I tested it on showdown and won every battle, but I still want you guys to judge it. Feel free to kindly critique it, or to rip it to shreds like a Sharpedo raping a Luvdisc.
so without further ado, here's my team! (I apologize, my crappy computer hates me, and the idea that it should have to save pictures.)
The Lead
Espeon@Light Clay
Ability: Magic Bounce
Nature: +Spe/-Atk
Ev's: 252 Hp/4 Def/252 Spe
Reflect
Light Screen
Psychic
Hidden Power Fighting
Espeon is an effective 'Dual Screener' due to its awesome speed. It can also use Magic Bounce to reflect entry hazards and whatnot, but you probably knew that. Psychic is for a reliable STAB move and HP Fighting is for those pesky Dark types.
The Support
Xatu@Leftovers
Ability: Magic Bounce
Nature: +SpD/-Def
Ev's: 252 Hp/240 SpD/16 Spe
Thunder Wave
Roost
Psychic
U-Turn
Xatu is a good supporter for this team for a few reasons. Thunder Wave helps out Metagross and Reuniclus alot, while U-Turn lets Xatu act as a pretty good scout. Also, he's got Magic Bounce. 'Nuff said.
The Physical Tank
Metagross@Leftovers
Ability: Clear Body
Nature: +Atk/-SpA
Ev's: 252 Hp/96 Atk/160 Def
Stealth Rock
Bullet Punch
Pursuit
Earthquake
Metagross is... just Metagross. Pursuit is for the Ghost type team in the tourney, because that will be troubling, Earthquake is a good coverage move, and Meteor Mash is awesome because it's powerful, STAB, and has a chance to raise Metagross' attack.
The Trickster
Alakazam@Flame Orb
Ability: Magic Guard
Nature: +SpA/-Atk
Ev's: 252 SpA/4 SpD/252 Spe
Trick
Focus Blast
Psychic
Shadow Ball
So, this is a set of my own design. He's holding a Flame Orb to prevent him from getting paralyzed, or put to sleep, and Magic Guard negates the burn damage, so it all works out. Then, if he's facing a physical attacker, he can trick the Flame Orb onto them and cut their attack in half. Psychic for STAB, and Focus Blast and Shadow Ball have awesome coverage together.
The Specs
Starmie@Choice Specs
Ability: Natural Cure
Nature: +Spe/-Atk
Ev's: 252 SpA/4 SpD/252 Spe
Hydro Pump
Psychock
Thunderbolt
Ice Beam
Ahh, good 'ol Starmie. I honestly don't really think this set needs explaining. BOLTBEAM!
The Set Up Sweeper
Reuniclus@Life Orb
Ability: Magic Guard
Nature: +Def/-Atk
Ev's: 252 Hp/252 Def/4SpD
Calm Mind
Recover
Shadow Ball
Psyshock
So, Reuniclus. First, I come in on something that can't touch him, Calm Mind to my heart's content, and then wail on the opposing team. Magic Guard keeps off the Life Orb damage, and Recover lets me, well, you know, recover.
So that was it. I hope you guys have fun critiquing my team.
I'll also post the results of the tourney after it happens. It's on December 16th. Thanks!
so without further ado, here's my team! (I apologize, my crappy computer hates me, and the idea that it should have to save pictures.)
The Lead
Espeon@Light Clay
Ability: Magic Bounce
Nature: +Spe/-Atk
Ev's: 252 Hp/4 Def/252 Spe
Reflect
Light Screen
Psychic
Hidden Power Fighting
Espeon is an effective 'Dual Screener' due to its awesome speed. It can also use Magic Bounce to reflect entry hazards and whatnot, but you probably knew that. Psychic is for a reliable STAB move and HP Fighting is for those pesky Dark types.
The Support
Xatu@Leftovers
Ability: Magic Bounce
Nature: +SpD/-Def
Ev's: 252 Hp/240 SpD/16 Spe
Thunder Wave
Roost
Psychic
U-Turn
Xatu is a good supporter for this team for a few reasons. Thunder Wave helps out Metagross and Reuniclus alot, while U-Turn lets Xatu act as a pretty good scout. Also, he's got Magic Bounce. 'Nuff said.
The Physical Tank
Metagross@Leftovers
Ability: Clear Body
Nature: +Atk/-SpA
Ev's: 252 Hp/96 Atk/160 Def
Stealth Rock
Bullet Punch
Pursuit
Earthquake
Metagross is... just Metagross. Pursuit is for the Ghost type team in the tourney, because that will be troubling, Earthquake is a good coverage move, and Meteor Mash is awesome because it's powerful, STAB, and has a chance to raise Metagross' attack.
The Trickster
Alakazam@Flame Orb
Ability: Magic Guard
Nature: +SpA/-Atk
Ev's: 252 SpA/4 SpD/252 Spe
Trick
Focus Blast
Psychic
Shadow Ball
So, this is a set of my own design. He's holding a Flame Orb to prevent him from getting paralyzed, or put to sleep, and Magic Guard negates the burn damage, so it all works out. Then, if he's facing a physical attacker, he can trick the Flame Orb onto them and cut their attack in half. Psychic for STAB, and Focus Blast and Shadow Ball have awesome coverage together.
The Specs
Starmie@Choice Specs
Ability: Natural Cure
Nature: +Spe/-Atk
Ev's: 252 SpA/4 SpD/252 Spe
Hydro Pump
Psychock
Thunderbolt
Ice Beam
Ahh, good 'ol Starmie. I honestly don't really think this set needs explaining. BOLTBEAM!
The Set Up Sweeper
Reuniclus@Life Orb
Ability: Magic Guard
Nature: +Def/-Atk
Ev's: 252 Hp/252 Def/4SpD
Calm Mind
Recover
Shadow Ball
Psyshock
So, Reuniclus. First, I come in on something that can't touch him, Calm Mind to my heart's content, and then wail on the opposing team. Magic Guard keeps off the Life Orb damage, and Recover lets me, well, you know, recover.
So that was it. I hope you guys have fun critiquing my team.
I'll also post the results of the tourney after it happens. It's on December 16th. Thanks!