Hi.
I think I'm okay at Pokemon itself, but I kinda suck at teambuilding. So yeah. I'd like suggestions for this:
Politoed (Leftovers)
Ability: Drizzle
Nature: Bold
EVs: 252 HP/252Def/4spdef
-Scald
-Toxic
-Protect
-Encore
Typical defensive Politoed. I only need him to keep my weather up, so this tries to keep him alive as long as I can. I mean, sure, I can Scald to fish for burns and 2HKO stuff that's weak to it if I have my weather up, and Toxic, Encore, and Protect to stall, though that stuff should only be resorted if I absolutely have to, because, well... I don't want him dying. Losing weather wars suck. That's ultimately his primary role at the end of the day, getting the weather up to assist the rest of my team, and this set lets him live the longest.
Azumarill (Choice Band)
Ability: Huge Power (Because anything else is viable)
Nature: Adamant
EVs: 252 HP/252Atk/4speed
-Aqua Jet
-Waterfall
-Return
-Ice Punch
The reason I wanted to make a rain team in the first place: This guy hurts a lot. It's ridiculous, even when the rain ISN'T up. This thing can do clean 2HKOs on Skarmory for gods sake. How can you not love it? Forget Mordor: One does not simply SWITCH into Azumarill. Unless you have something with Water Absorb. That's literally the only thing.
Scizor (Choice Band)
Ability: Technician
Nature: Adamant
EVs: 248 HP/252Atk/8spd
-Bullet Punch
-U-Turn
-Superpower
-Pursuit
This would be the one I'm considering replacing. I thought he'd fit nice on a rain team since rain mitigates his prime weakness, but he's not really working for me. Sure, he can U-Turn the occasional psychic, more priority is always nice (Even if it's with a really bad attacking type), and Superpowering Blisseys in the face is always fun, but in the end he just doesn't do that much, due to so many things resisting Bullet Punch. I'm considering Jellicent if I do replace him as a spinblocker would be nice, but I already have two water types.... I'm not sure.
Forretress (Leftovers)
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP/176def/80spd
-Spikes
-Stealth Rock
-Gyro Ball
-Rapid Spin
Its always nice to have a hazard setter and a spinner in one, so I figured Forretress was the way to go, and he hasn't disappointed me. He can set mine up and spin theirs away, it's as simple as that. Considering switching Gyro Ball for Volt Switch for the extra utility, although Gyro has actually saved my behind a few times... honestly that's the only thing I'd even consider changing about him. He's helpful.
Jolteon (Life Orb)
Ability: Volt Absorb
Nature: Timid
EVs: 252 Spatk/252 speed/6HP
-Volt Switch
-Thunder
-HP Grass
-Shadow Ball
STAB Thunder off a 318 spatk stat in the rain. It's simple, right? I'm not walled by grass types either thanks to that coverage. If I had a nickel for every time someone switched in on me with a ground type only to get whacked with a Shadow Ball or HP Grass and and get taken out on the next turn... well, I would have a lot of nickels. People underestimate Jolteon's coverage. They do.
Toxicroak (Black Sludge)
Ability: Dry Skin
Nature: Adamant
EVs: 244 HP/252 atk/12def
-Drain Punch
-Bulk Up
-Substitue
-Sucker Punch
This guy is a total noobstomper. You wouldn't believe how many times I can get away with setting up a sub and all kinds of bulk ups and just rolling it from there. SD and Bulk up is really a toss up: There's plenty of times where the +2 would be more useful than the defense, and there's times where the defense would be more useful. I opt for Bulk up to make this guy even MORE bulky. You'd be amazed how many people forget about Sucker Punch, too: I've had so many psychic-switch ins on me it's funny. Burning or a bad prediction is really the only thing that can stop Toxicroak in the right hands: I mean, if you have enough boosts, even the Bulk up set can easily survive EQs, though they're obviously still a problem.
...I'm trying my best to elaborate on the usage of each pokemon here but honestly it's all really basic stuff so I'm not sure what to say. I didn't even bother listing the ability because all of the above only care about one ability.
So yeah. I'd appreciate suggestions to improve this team so I can't use poor teambuilding skills as an excuse for losing anymore. :P
I think I'm okay at Pokemon itself, but I kinda suck at teambuilding. So yeah. I'd like suggestions for this:
Politoed (Leftovers)
Ability: Drizzle
Nature: Bold
EVs: 252 HP/252Def/4spdef
-Scald
-Toxic
-Protect
-Encore
Typical defensive Politoed. I only need him to keep my weather up, so this tries to keep him alive as long as I can. I mean, sure, I can Scald to fish for burns and 2HKO stuff that's weak to it if I have my weather up, and Toxic, Encore, and Protect to stall, though that stuff should only be resorted if I absolutely have to, because, well... I don't want him dying. Losing weather wars suck. That's ultimately his primary role at the end of the day, getting the weather up to assist the rest of my team, and this set lets him live the longest.
Azumarill (Choice Band)
Ability: Huge Power (Because anything else is viable)
Nature: Adamant
EVs: 252 HP/252Atk/4speed
-Aqua Jet
-Waterfall
-Return
-Ice Punch
The reason I wanted to make a rain team in the first place: This guy hurts a lot. It's ridiculous, even when the rain ISN'T up. This thing can do clean 2HKOs on Skarmory for gods sake. How can you not love it? Forget Mordor: One does not simply SWITCH into Azumarill. Unless you have something with Water Absorb. That's literally the only thing.
Scizor (Choice Band)
Ability: Technician
Nature: Adamant
EVs: 248 HP/252Atk/8spd
-Bullet Punch
-U-Turn
-Superpower
-Pursuit
This would be the one I'm considering replacing. I thought he'd fit nice on a rain team since rain mitigates his prime weakness, but he's not really working for me. Sure, he can U-Turn the occasional psychic, more priority is always nice (Even if it's with a really bad attacking type), and Superpowering Blisseys in the face is always fun, but in the end he just doesn't do that much, due to so many things resisting Bullet Punch. I'm considering Jellicent if I do replace him as a spinblocker would be nice, but I already have two water types.... I'm not sure.
Forretress (Leftovers)
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP/176def/80spd
-Spikes
-Stealth Rock
-Gyro Ball
-Rapid Spin
Its always nice to have a hazard setter and a spinner in one, so I figured Forretress was the way to go, and he hasn't disappointed me. He can set mine up and spin theirs away, it's as simple as that. Considering switching Gyro Ball for Volt Switch for the extra utility, although Gyro has actually saved my behind a few times... honestly that's the only thing I'd even consider changing about him. He's helpful.
Jolteon (Life Orb)
Ability: Volt Absorb
Nature: Timid
EVs: 252 Spatk/252 speed/6HP
-Volt Switch
-Thunder
-HP Grass
-Shadow Ball
STAB Thunder off a 318 spatk stat in the rain. It's simple, right? I'm not walled by grass types either thanks to that coverage. If I had a nickel for every time someone switched in on me with a ground type only to get whacked with a Shadow Ball or HP Grass and and get taken out on the next turn... well, I would have a lot of nickels. People underestimate Jolteon's coverage. They do.
Toxicroak (Black Sludge)
Ability: Dry Skin
Nature: Adamant
EVs: 244 HP/252 atk/12def
-Drain Punch
-Bulk Up
-Substitue
-Sucker Punch
This guy is a total noobstomper. You wouldn't believe how many times I can get away with setting up a sub and all kinds of bulk ups and just rolling it from there. SD and Bulk up is really a toss up: There's plenty of times where the +2 would be more useful than the defense, and there's times where the defense would be more useful. I opt for Bulk up to make this guy even MORE bulky. You'd be amazed how many people forget about Sucker Punch, too: I've had so many psychic-switch ins on me it's funny. Burning or a bad prediction is really the only thing that can stop Toxicroak in the right hands: I mean, if you have enough boosts, even the Bulk up set can easily survive EQs, though they're obviously still a problem.
...I'm trying my best to elaborate on the usage of each pokemon here but honestly it's all really basic stuff so I'm not sure what to say. I didn't even bother listing the ability because all of the above only care about one ability.
So yeah. I'd appreciate suggestions to improve this team so I can't use poor teambuilding skills as an excuse for losing anymore. :P