I don't know what it is with me. Every time I've managed to sign up for tutoring, I never get a goddamn tutor, and as a result I need a crash course in team synergy and threat analysis. As proof, here's my latest model.
What I was going for was sort of a bog standard sand offense team, but something tells me I have no clue what the fuck I'm doing. Here we go anyway.
Gardevoir (F) @ Light Clay Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Thunderbolt
- Reflect
- Light Screen
First, we have this cute little number. Despite the special sweeper spread, she gets very good coverage in her two attack moves, and dual screens support the rest of the team.
Volcarona (M) @ Life Orb
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Bug Buzz
- Whirlwind
- Hidden Power [Ground]
The necessary special muscle for when Gardevoir can't quite get the job done herself. Paradoxically, Whirlwind goes after Focus Punch resolves, not initiates. Very good STAB coverage, HP Ground for non-balloon Heatran.
Bronzong @ Leftovers
Trait: Levitate
EVs: 180 HP / 48 Atk / 200 Def / 80 SAtk
Relaxed Nature (+Def, -Spd)
- Gyro Ball
- Toxic
- Stealth Rock
- Hidden Power [Ice]
I've heard that HP Ice is half the reason to use Bronzong, as the imperfect Speed IV synergizes well with Gyro Ball at the cost of splitting EVs. Walled by bulky Waters, but this guy's job is to get the hazards up and switch into those EQs to wreak havoc via Toxic.
Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 100 HP / 252 Atk / 100 Def / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Facade
- Stone Edge
- Fling
This actually works quite well when I'm clear-headed enough to use it properly. Fling not only gives him an option to hit Ghosts, it also serves as a onetime status spread to cripple walls and physical attackers alike. Guts means that not only does Fling get boosted, his other attacks are as well. (Surprisingly, Sucker Punch goes before Mach Punch.) I don't get much use out of Facade, though. My idea of a revenge killer other than Scizor, can't wait for Techniloom.
Excadrill (M) @ Leftovers
Trait: Sand Rush
EVs: 156 HP / 100 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Rapid Spin
- Rock Slide
- Earthquake
- Swords Dance
This might look weird: An Excadrill with HP investment? Actually, with his 4x SR resist, unparalleled bulk among Steel-types as well as that TS immunity, he makes for a good spinner, especially in the sand courtesy of his last teammate. Rock Slide flinch hax has actually saved my bacon a couple of times.
Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Earthquake
- ThunderPunch
- Stone Edge
And finally, the crux of (some of) the strategy. Surprising speed especially with Jolly, perhaps Adamant for more power though? Both of his STABs have no immunities and are therefore fine to lock oneself into, but Crunch's higher PP/acc usually makes it the superior option.
What I was going for was sort of a bog standard sand offense team, but something tells me I have no clue what the fuck I'm doing. Here we go anyway.
Gardevoir (F) @ Light Clay Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Thunderbolt
- Reflect
- Light Screen
First, we have this cute little number. Despite the special sweeper spread, she gets very good coverage in her two attack moves, and dual screens support the rest of the team.
Volcarona (M) @ Life Orb
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Bug Buzz
- Whirlwind
- Hidden Power [Ground]
The necessary special muscle for when Gardevoir can't quite get the job done herself. Paradoxically, Whirlwind goes after Focus Punch resolves, not initiates. Very good STAB coverage, HP Ground for non-balloon Heatran.
Bronzong @ Leftovers
Trait: Levitate
EVs: 180 HP / 48 Atk / 200 Def / 80 SAtk
Relaxed Nature (+Def, -Spd)
- Gyro Ball
- Toxic
- Stealth Rock
- Hidden Power [Ice]
I've heard that HP Ice is half the reason to use Bronzong, as the imperfect Speed IV synergizes well with Gyro Ball at the cost of splitting EVs. Walled by bulky Waters, but this guy's job is to get the hazards up and switch into those EQs to wreak havoc via Toxic.
Conkeldurr (M) @ Flame Orb
Trait: Guts
EVs: 100 HP / 252 Atk / 100 Def / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Facade
- Stone Edge
- Fling
This actually works quite well when I'm clear-headed enough to use it properly. Fling not only gives him an option to hit Ghosts, it also serves as a onetime status spread to cripple walls and physical attackers alike. Guts means that not only does Fling get boosted, his other attacks are as well. (Surprisingly, Sucker Punch goes before Mach Punch.) I don't get much use out of Facade, though. My idea of a revenge killer other than Scizor, can't wait for Techniloom.
Excadrill (M) @ Leftovers
Trait: Sand Rush
EVs: 156 HP / 100 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Rapid Spin
- Rock Slide
- Earthquake
- Swords Dance
This might look weird: An Excadrill with HP investment? Actually, with his 4x SR resist, unparalleled bulk among Steel-types as well as that TS immunity, he makes for a good spinner, especially in the sand courtesy of his last teammate. Rock Slide flinch hax has actually saved my bacon a couple of times.
Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Earthquake
- ThunderPunch
- Stone Edge
And finally, the crux of (some of) the strategy. Surprising speed especially with Jolly, perhaps Adamant for more power though? Both of his STABs have no immunities and are therefore fine to lock oneself into, but Crunch's higher PP/acc usually makes it the superior option.