My second fully competitive team. So far, it's been doing well; however, I believe it could be better. This team is a nice mix between defense and offense, but if I lose my sweeper, it usually ends up with Zapdos attempting to stall out/kill the opponent.
Bronzong @ Macho Brace
Ability: Heatproof
EVs: 252 HP/86 Atk/40 Def/132 SDef
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Trick
- Explosion
- Gyro Ball
Stealth Rock always plays an important role in primarily offensive teams, and mine is no different. I generally attempt to sleep their lead right off the bat, get some rocks up, and explode. Gyro Ball takes out pesky taunt lead, who can come back late-game after and clean up my team. Sleep support fits very well in here, as my team is lacking on Conditions, and the slight advantage is always welcome. Heatproof vs Levitate is very debatable. I chose Heatproof because my common leads tend to pack Flamethrower, Fire Blast, or some other fire move. Generally, by the time the opponent realizes Zong doesn't have levitate, he's done his job. Macho Brace is there for pesky trickers, although I'm thinking about changing it, as it commonly gets tricked back to me.
This section is for a list of switches; however, as a suicide lead, Zong won't be switching out very often.
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/40 SAtk/216 Def
Bold nature (+Def, -Atk)
- Recover
- Thunderbolt
- Ice Beam
- Thunder Wave
Stops Salamence, Gyara, and ScarfTran in their track. Generally serves as a utility for the team by Paralyzing sweepers and stopping many attempted sweeps. The 40 SAtk EVs guarantee an OHKO on Gyara. I needed a counter to the Dragon Dancing pokemon, as they can commonly come in on CBPert and attempt to get a free set-up.
Fighting Attacks can go to Starmie or Zapdos
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 176 HP/252 Atk/80 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Crunch
- Pursuit
- Earthquake
CBTar kills just about anything it can hit. Pursuit is nice to kill just about anything. This thing can take out the bulky waters that tend to give my team a bit of trouble. Sand Stream doesn't particularly hurt any of my pokemon, so that's fine. I really need to playtest this guy a bit more to get a better idea of how he plays with the team.
Grass attacks can go to Zapdos and Infernape.
Fighting goes to Starmie or Zapdos.
Ground goes to Zapdos.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Recover
Offensive Starmie my early game sweeper, as well as a cleanup sweeper if Ape goes down. This is my main Celebi counter, as Recover allows it bash around any Celebi without LeafStorm, and thanks to Natural Cure, it doesn't fear TWave. If Celebi enters on a predicted Ice Beam, I have a pretty good chance of killing it.
Grass attacks go to Ape or Zapdos.
Electric attacks go to Swampert.
Ghost attacks go to Porygon2.
Bug attacks don't have anywhere to go.
Can't really say that Ape is a switch for Dark, due to Pursuit.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/36 Spd/220 SDef
Calm nature (+SDef, -Atk)
- Roost
- Thunderbolt
- Hidden Power [Grass]
- Heat Wave
Specially Defensive Zapdos saves me from a whole bunch of threats. I would like Hidden Power Grass and Heatwave on the same set, due to the large amount of coverage it provides; however, Hidden Power Grass is pretty interchangeable, as it was mainly there to deal with Swampert before Ape has Grass Knot.
Ice attacks go to Starmie and Ape
Infernape (M) @ Expert Belt
Ability: Blaze
EVs: 24 Atk/232 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
MixApe without Nasty Plot. The amount of coverage provided by the set is amazing, as well as allowing for many mindgames. By showing Grass Knot or HP Ice, I can lure out Swampert and Mences then OHKO them. The EVs deal with Ape's unique speed level. I prefer Expert Belt over Life Orb, as the damage can be quite annoying.
Water attacks go to Starmie and Zapdos.
Ground attacks go to Zapdos.
Flying attacks don't have anywhere to go.
Psychic attacks also don't have anywhere to go
As you can see, a few of the less common attack types don't have anywhere to go. Any help with the team if appreciated.
Bronzong @ Macho Brace
Ability: Heatproof
EVs: 252 HP/86 Atk/40 Def/132 SDef
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Trick
- Explosion
- Gyro Ball
Stealth Rock always plays an important role in primarily offensive teams, and mine is no different. I generally attempt to sleep their lead right off the bat, get some rocks up, and explode. Gyro Ball takes out pesky taunt lead, who can come back late-game after and clean up my team. Sleep support fits very well in here, as my team is lacking on Conditions, and the slight advantage is always welcome. Heatproof vs Levitate is very debatable. I chose Heatproof because my common leads tend to pack Flamethrower, Fire Blast, or some other fire move. Generally, by the time the opponent realizes Zong doesn't have levitate, he's done his job. Macho Brace is there for pesky trickers, although I'm thinking about changing it, as it commonly gets tricked back to me.
This section is for a list of switches; however, as a suicide lead, Zong won't be switching out very often.
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/40 SAtk/216 Def
Bold nature (+Def, -Atk)
- Recover
- Thunderbolt
- Ice Beam
- Thunder Wave
Stops Salamence, Gyara, and ScarfTran in their track. Generally serves as a utility for the team by Paralyzing sweepers and stopping many attempted sweeps. The 40 SAtk EVs guarantee an OHKO on Gyara. I needed a counter to the Dragon Dancing pokemon, as they can commonly come in on CBPert and attempt to get a free set-up.
Fighting Attacks can go to Starmie or Zapdos
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 176 HP/252 Atk/80 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Crunch
- Pursuit
- Earthquake
CBTar kills just about anything it can hit. Pursuit is nice to kill just about anything. This thing can take out the bulky waters that tend to give my team a bit of trouble. Sand Stream doesn't particularly hurt any of my pokemon, so that's fine. I really need to playtest this guy a bit more to get a better idea of how he plays with the team.
Grass attacks can go to Zapdos and Infernape.
Fighting goes to Starmie or Zapdos.
Ground goes to Zapdos.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Recover
Offensive Starmie my early game sweeper, as well as a cleanup sweeper if Ape goes down. This is my main Celebi counter, as Recover allows it bash around any Celebi without LeafStorm, and thanks to Natural Cure, it doesn't fear TWave. If Celebi enters on a predicted Ice Beam, I have a pretty good chance of killing it.
Grass attacks go to Ape or Zapdos.
Electric attacks go to Swampert.
Ghost attacks go to Porygon2.
Bug attacks don't have anywhere to go.
Can't really say that Ape is a switch for Dark, due to Pursuit.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/36 Spd/220 SDef
Calm nature (+SDef, -Atk)
- Roost
- Thunderbolt
- Hidden Power [Grass]
- Heat Wave
Specially Defensive Zapdos saves me from a whole bunch of threats. I would like Hidden Power Grass and Heatwave on the same set, due to the large amount of coverage it provides; however, Hidden Power Grass is pretty interchangeable, as it was mainly there to deal with Swampert before Ape has Grass Knot.
Ice attacks go to Starmie and Ape
Infernape (M) @ Expert Belt
Ability: Blaze
EVs: 24 Atk/232 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
MixApe without Nasty Plot. The amount of coverage provided by the set is amazing, as well as allowing for many mindgames. By showing Grass Knot or HP Ice, I can lure out Swampert and Mences then OHKO them. The EVs deal with Ape's unique speed level. I prefer Expert Belt over Life Orb, as the damage can be quite annoying.
Water attacks go to Starmie and Zapdos.
Ground attacks go to Zapdos.
Flying attacks don't have anywhere to go.
Psychic attacks also don't have anywhere to go
As you can see, a few of the less common attack types don't have anywhere to go. Any help with the team if appreciated.