Hey guys what's up i have an RMT here with a team ive come to love over the past month. There are some weak links thats i would like feed back on so let's get started.
At a Glance:
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Strategy:
This team is based around Leafeon baton passing swords dances out to either Arcanine or Swellow. I tried to make it so the team can function both with and without the swords dances so im not dependent on a certain strategy.
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The first reciever on Leafeon's Sword Dances. With the hp ev's Arcanine is tough to take down. And with his lum berry he's almost impossible to stop with a few boosts. I choose Flash Fire over Intimidate because Leafeon loves to draw in opposing Arcanines, Houndooms, Moltreses and so on. Several times i can BP out 2 dances and get a Flash Fire boost, opening amazing sweeping opportunities. Flare Blitz gives nice power especially with FF and dances, Extremespeed is for priority, and Thunderfang is for those annoying waters and anything that resists my stab. The only thing that gives this Arcanine trouble is Rhyperior and i dont run into too many of those and with a couple dances Flare Blitz will still do a hefty chunk.
*I would like to point out though that both Leafeon and Arcanine have recovery moves that could benifit from the sun, and with a sunny day up Arcanine might be able to do even more, so i'd like to fit that in somewhere.
My second receiver. Swellow does great at receiving SD's and dealing out major damage. Flame over toxic Orb because if i get dances in im going to be around for a while. Facade for STAB and Guts, Quick Attack for other STAB and priority users, Pursuit for Ghosts and switches. Now iv'e had U-Turn on this thing before but now that im writing this i think Aerial Ace might be the better choice if my plan is to stay in longer. But the strategy used to be was to just come in, get guts and u-turn out. So if u could tell me the better option please do.
Lanturn @ Leftovers
Ability: Volt Absorb
Evs: 40hp, 136spAtk, 252spDef, 80Spe
Moveset:
-Confuse Ray
-Surf
-Discharge
-Ice Beam
I say special sponge, but Lanturn is more of a parafuser. With confuse ray and discharge oppenets never really can touch me, and with my high spdef they wont do much even if they do. I gave 3 attacking moves so the flow of my team wouldn't be weakened and it's worked pretty well so far. Nothing really more to say.
Hitmontop @ Leftovers
Ability: Intimidate
Evs: 252hp, 200def, 56atk
Moveset:
-Close Combat
-Rapid Spin
-Foresight
-Sunny Day
To be honest a weak link. When i said i wanted to include sunny day in this team this is what i came up with. I need something to take phsyical hits and be able to hit SR away for Swellow and Hitmontop has done...okay. The set seems awkward, especially Foresight. I can't really say much about him other than i would like to change him out so please give me some input on that.
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So that's my team. Please rate it and help me fix it up.
Things I want to work on:
1: Swellow's Moveset and even if he should be ON the team
2: A way to fit Sunny Day into the team and even if it's a good idea
3: A replacement for Hitmontop, he's just awkward on this team
4: Some kind of Special Attacker
At a Glance:
_________________________________________________________________
Strategy:
This team is based around Leafeon baton passing swords dances out to either Arcanine or Swellow. I tried to make it so the team can function both with and without the swords dances so im not dependent on a certain strategy.
_________________________________________________________________
The Lead
Uxie @ Light Clay
Evs: 252hp, 252spd, 4spAtk
Nature: Impish
Moveset:
-Light Screen
-Reflect
-Psychic
-U-Turn
First part step in the "strategy". The overall plan is to set up Screens and get out of there. The EV's let Uxie get the Screens up quickly and U-turn out. I didn't choose to put moment in here because iv'e found many opportunities to put my screens up again, and Psychic is a 2HKO on Nidoking.
Evs: 252hp, 252spd, 4spAtk
Nature: Impish
Moveset:
-Light Screen
-Reflect
-Psychic
-U-Turn
The Dancer
Leafeon @ Leftovers
Evs: 132hp, 152atk, 224spe
Nature: Jolly
Moveset:
-Swords Dance
-Baton Pass
-Leaf Blade
-Synthesis
Right after I get my screens out i go to this guy. In the month iv'e used this team Leafeon has been a great baton passer. He has enough natural defense to take a couple hits and the speed to baton pass out in time. I always end up getting at least one sd out to one of my other teammates. Leaf Blade is for STAB and Synthesis is for recovery and helps me achieve my overall strategy of having a BP team that isnt reliant on only baton passing once.Leafeon @ Leftovers
Evs: 132hp, 152atk, 224spe
Nature: Jolly
Moveset:
-Swords Dance
-Baton Pass
-Leaf Blade
-Synthesis
The First Receiver
Arcanine @ Lum Berry
Ability: Flash Fire
Evs: 192hp, 252atk, 64spe
Nature: Adamant
Moveset:
-Flare Blitz
-Extremespeed
-Thunder Fang
-Morning Sun
Arcanine @ Lum Berry
Ability: Flash Fire
Evs: 192hp, 252atk, 64spe
Nature: Adamant
Moveset:
-Flare Blitz
-Extremespeed
-Thunder Fang
-Morning Sun
The first reciever on Leafeon's Sword Dances. With the hp ev's Arcanine is tough to take down. And with his lum berry he's almost impossible to stop with a few boosts. I choose Flash Fire over Intimidate because Leafeon loves to draw in opposing Arcanines, Houndooms, Moltreses and so on. Several times i can BP out 2 dances and get a Flash Fire boost, opening amazing sweeping opportunities. Flare Blitz gives nice power especially with FF and dances, Extremespeed is for priority, and Thunderfang is for those annoying waters and anything that resists my stab. The only thing that gives this Arcanine trouble is Rhyperior and i dont run into too many of those and with a couple dances Flare Blitz will still do a hefty chunk.
*I would like to point out though that both Leafeon and Arcanine have recovery moves that could benifit from the sun, and with a sunny day up Arcanine might be able to do even more, so i'd like to fit that in somewhere.
The Second Receiver
Swellow @ Flame Orb
Evs: 6hp, 252atk, 252spd
Nature: Jolly
Moveset:
-Facade
-Quick Attack
-Pursuit
-U-Turn / Aerial Ace
Swellow @ Flame Orb
Evs: 6hp, 252atk, 252spd
Nature: Jolly
Moveset:
-Facade
-Quick Attack
-Pursuit
-U-Turn / Aerial Ace
My second receiver. Swellow does great at receiving SD's and dealing out major damage. Flame over toxic Orb because if i get dances in im going to be around for a while. Facade for STAB and Guts, Quick Attack for other STAB and priority users, Pursuit for Ghosts and switches. Now iv'e had U-Turn on this thing before but now that im writing this i think Aerial Ace might be the better choice if my plan is to stay in longer. But the strategy used to be was to just come in, get guts and u-turn out. So if u could tell me the better option please do.
The Special Spong
Lanturn @ Leftovers
Ability: Volt Absorb
Evs: 40hp, 136spAtk, 252spDef, 80Spe
Moveset:
-Confuse Ray
-Surf
-Discharge
-Ice Beam
I say special sponge, but Lanturn is more of a parafuser. With confuse ray and discharge oppenets never really can touch me, and with my high spdef they wont do much even if they do. I gave 3 attacking moves so the flow of my team wouldn't be weakened and it's worked pretty well so far. Nothing really more to say.
The Physical Wall
Hitmontop @ Leftovers
Ability: Intimidate
Evs: 252hp, 200def, 56atk
Moveset:
-Close Combat
-Rapid Spin
-Foresight
-Sunny Day
To be honest a weak link. When i said i wanted to include sunny day in this team this is what i came up with. I need something to take phsyical hits and be able to hit SR away for Swellow and Hitmontop has done...okay. The set seems awkward, especially Foresight. I can't really say much about him other than i would like to change him out so please give me some input on that.
________________________________________________________________
So that's my team. Please rate it and help me fix it up.
Things I want to work on:
1: Swellow's Moveset and even if he should be ON the team
2: A way to fit Sunny Day into the team and even if it's a good idea
3: A replacement for Hitmontop, he's just awkward on this team
4: Some kind of Special Attacker