Rate my team. Enough said.

My team at a glance:
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Physical Wall / Spiker / Rapid Spinner (Lead)

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Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
IVs: 0 Spd
Nature: Relaxed (+Def, -Spd)
- Spikes
- Gyro Ball
- Rapid Spin
- Toxic Spikes

The lead of my team. Being a physical wall, Forretress can counter other common physical attacking leads such as Gyarados. If his opponent uses special attacks, Forretress will switch with Blissey. Forretress will start off setting up layers of Spikes and Toxic Spikes on the opponent's field. Then, he will switch with Blissey. If need be, he will attack with Gyro Ball or Rapid Spin away the opponent's Spikes / Toxic Spikes / Stealth Rock.

Special Wall / Stealth Rock / Aromatherapist
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Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SDef / 4 Spd
Nature: Calm (+SDef, -Atk)
- Softboiled
- Stealth Rock
- Seismic Toss
- Aromatherapy

Blissey will switch on a special sweeper and use Stealth Rock. Softboiled will keep Blissey alive while Aromatherapy will heal her teammates from status problems. If need be, she will attack with Seismic Toss.

Anti-Spin
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Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SDef
Nature: Careful (+SDef, -SAtk)
- Pain Split
- Fire Punch
- Will-O-Wisp
- Thunderpunch

Since setting up layers of Spikes, Toxic Spikes and Stealth Rock are a vital part of my team's strategy, it's essential that my team has an Anti-Spinner. Thunderpunch and Fire Punch will deal with the common Rapid Spinners in the game. Will-O-Wisp will cripple physical attackers that try to bring down Dusknoir. Pain Split is Dusknoir's main means of recovery.

Pseudo-Hazer / Sleep Inducer
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Crobat @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 40 SAtk / 216 Spd
Nature: Timid (+Spd, -Atk)
- Taunt
- Air Slash
- Hypnosis
- Whirlwind

With Spikes, Toxic Spikes and Stealth Rock on the field, Crobat can just happily Whirldwind everything to oblivion. Hypnosis will incapacitate things things that try to get in the way of my team and Taunt will ensure that they don't just Rest Talk themselves to safety. Air Slash will finish these threats off.

Baton Passer
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Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 176 HP / 252 Atk / 80 Spd
Nature: Jolly (+Spd, -SAtk)
- Protect
- X-Scissor
- Baton Pass
- Swords Dance

As a backup strategy in case the original strategy fails or as a cleaner in case Crobat gets killed, Ninjask and Rampardos will annihilate what remains of the opponent's team. Ninjask will Protect in the first turn to get a Speed Boost in. It will then Swords Dance in the next turn to boost attack while Focus Sash ensures his survival. After another Protect in the third turn to get another Speed Boost in, Ninjask will Baton Pass the boosts to Rampardos. X-Scissor is there in the event that Ninjask needs to attack.

"Bulky" Physical Sweeper
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Rampardos @ Muscle Band
Ability: Mold Breaker
EVs: 56 HP / 252 Atk / 60 Def / 140 SDef
Nature: Adamant (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Zen Headbutt

With 3 Speed Boosts and 1 Swords Dance in, Rampardos becomes nearly impossible to stop. The 3 Speed Boosts compensate for the lack of Speed EVs or Jolly (+Spd, -SAtk) nature by setting its speed at 380 which is enough to outspeed nearly anything without a Choice Scarf. Maximum attack plus Swords Dance gives Rampardos an overkill attack stat. Muscle Band adds to that incredible power with Life Orb not being used due to the recoil or Leftovers for its lack of importance when sweeping. The 56 HP / 60 Def / 140 SDef EV spread provides Rampardos with the best defenses possible with the remaining EVs. Having optimum defenses allows Rampardos to survive on the Baton Pass switch and quite possibly some priority moves by its foes.
 
Crobat won't be happily Whirlwinding everything left and right. Whirlwind has negative piority, so Crobat WILL take a hit if you whirlwind.

Sending out Ninjask lategame is almost suicide. Especially the sash version. If you really want to use it use a Substitute set.

Having Pursuit + Crunch on Rampardos is redundant if you are not using a Choice Band. Give it another move for type coverage. Not many options left, but maybe Zen Headbutt to hit Machamp harder. And I don't think it's a good idea to try a bulky Rampardos. 97/60/50 isn't nowhere near bulky. You're better off trying to pass a sub to him.
 
Forretress won't be countering Gyarados alot. Gyarados can Taunt it and set up. Gyro Ball or Rapid Spin won't be doing a lot of damage.
 
Crobat won't be happily Whirlwinding everything left and right. Whirlwind has negative piority, so Crobat WILL take a hit if you whirlwind.

Sending out Ninjask lategame is almost suicide. Especially the sash version. If you really want to use it use a Substitute set.

Having Pursuit + Crunch on Rampardos is redundant if you are not using a Choice Band. Give it another move for type coverage. Not many options left, but maybe Zen Headbutt to hit Machamp harder. And I don't think it's a good idea to try a bulky Rampardos. 97/60/50 isn't nowhere near bulky. You're better off trying to pass a sub to him.

If that's the case, what should I do about it? Bulk Crobat up?

Ninjask will only get in lategame once Crobat is finished so it won't necessarily be taking any hits. Plus, having a Rapid Spinner will pretty much ensure it doesn't get Spiked / Stealth Rocked etc. Though, I do see your point and I'll put some serious consideration into the Substitute set when rebuilding my team.

Having Zen Headbutt is suicide. The recoil will kill Rampardos and thus defeat the purpose of having Muscle Band over Life Orb in the first place. Also, bulking up Rampardos ensures that it survives the Baton Pass switch. Anyway, what better to do with 258 EVs on an already fast Rampardos?

Forretress won't be countering Gyarados alot. Gyarados can Taunt it and set up. Gyro Ball or Rapid Spin won't be doing a lot of damage.

Now knowing that, what can I do about it?
 
If that's the case, what should I do about it? Bulk Crobat up?

Ninjask will only get in lategame once Crobat is finished so it won't necessarily be taking any hits. Plus, having a Rapid Spinner will pretty much ensure it doesn't get Spiked / Stealth Rocked etc. Though, I do see your point and I'll put some serious consideration into the Substitute set when rebuilding my team.

Having Zen Headbutt is suicide. The recoil will kill Rampardos and thus defeat the purpose of having Muscle Band over Life Orb in the first place. Also, bulking up Rampardos ensures that it survives the Baton Pass switch. Anyway, what better to do with 258 EVs on an already fast Rampardos?
Crobat: Unless you try a gimmicky Sleep Talk + Whirlwind set, either don't try to phaze with him or use another phazer.
And having a Rapid Spinner is sometimes not enough insurance. Who can assure you your opponent doesn't have a Magnezone to kill your Forretress? Or a Ghost to block Spin? And being your lead, it has a higher chance of meeting its counter earlier. Anyways, use a Sash Ninjask only as a lead. You also have to take into account Sand Stream and Snow Warning with Sash Ninjask.

Zen Headbutt does not have recoil. And you should go with a standard EV spread, I think. See it as a backup plan. Not always you will succeed in passing 3 speed boosts. Although I'd leave enough HP EVs to survive Mach Punch/Ice Shard. I'll have to do some calcs, though...
 
Crobat: Unless you try a gimmicky Sleep Talk + Whirlwind set, either don't try to phaze with him or use another phazer.
And having a Rapid Spinner is sometimes not enough insurance. Who can assure you your opponent doesn't have a Magnezone to kill your Forretress? Or a Ghost to block Spin? And being your lead, it has a higher chance of meeting its counter earlier. Anyways, use a Sash Ninjask only as a lead. You also have to take into account Sand Stream and Snow Warning with Sash Ninjask.

Zen Headbutt does not have recoil. And you should go with a standard EV spread, I think. See it as a backup plan. Not always you will succeed in passing 3 speed boosts. Although I'd leave enough HP EVs to survive Mach Punch/Ice Shard. I'll have to do some calcs, though...

Who should I use instead of Crobat to phaze then?

Originally, Ninjask was this team's lead and was criticized for its lack of bulkiness. When rebuilding this team, I made Forretress the lead because its bulkier. With that said, I'll put some serious consideration into the Sub set though it doesn't guarantee a Swords Dance boost.

Sorry, my mistake. I'll use Zen Headbutt instead.
 
Give 164 EVs with neutral nature to Rampardos: although you will outrun anything that isn't boosted, Scarfcross can and will switch in after a kill, either KOing you with CC or making you run, losing all your boosts.
 
Random glimpsing with general advice. It's a lot better if use Spiritomb over Dusknoir. You're setting out Toxic Spikes, so Tyranitar isn't fearing any burns, and Dusknoir will get raped by a Pursuit, even if it doesn't kill, because Starmie is taking it out next time it comes in. At least Spiritomb doesn't have to fear about that.

Also it's better if you just use Roost over Hypnosis on Crobat. With Toxic Spikes all over the field, and you burning anything else in the air (Spiritomb), you're not really going to get to Hypnosis. At least Roost will help your survival while taking attacks to Whirlwind.
 
Give 164 EVs with neutral nature to Rampardos: although you will outrun anything that isn't boosted, Scarfcross can and will switch in after a kill, either KOing you with CC or making you run, losing all your boosts.

I'm sorry, I don't understand. Can you please clarify?

You could try a Swampert. Give it Stealth Rock, this frees a Bliss moveslot to use Ice Beam.

Okay, I'll consider that. But wouldn't losing Hypnosis eventually prove to be costly?

Random glimpsing with general advice. It's a lot better if use Spiritomb over Dusknoir. You're setting out Toxic Spikes, so Tyranitar isn't fearing any burns, and Dusknoir will get raped by a Pursuit, even if it doesn't kill, because Starmie is taking it out next time it comes in. At least Spiritomb doesn't have to fear about that.

Also it's better if you just use Roost over Hypnosis on Crobat. With Toxic Spikes all over the field, and you burning anything else in the air (Spiritomb), you're not really going to get to Hypnosis. At least Roost will help your survival while taking attacks to Whirlwind.

Yes, but Spiritomb won't be able to handle Rapid Spinners as well as Dusknoir with no other factors put into consideration. Also, Will-O-Wisp might help against the likes of MixApe in case Forretress gets killed by said threat before it can set up Toxic Spikes.

Good point. But won't losing Hypnosis eventually prove to be costly? I've won many games simply because of the ability to incapacitate my opponent.
 
Yeah, I guess you're right. Good luck with the team and good luck with the Heracross, Infernape, CMJirachi, Gardevoir, Gengar, Taunt Heatran, CMCresselia, Tyranitar, Lucario, Garchomp weak.
 
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