First off, I'd like to say that I know that it's not the best idea to have UU pokemon on a team with OU pokemon. I know that Feraligatr is largely outclassed by Gyarados. I know that Arcanine doesn't have the movepool of Infernape. I just like these two Pokemon alot, and I decided to build my team with them :)
Despite all that, I would really appreciate some constructive criticism to make this team work. Thanks in advance!
This is what I have trained and taught:
Lead:
AERODACTYL @ Focus Sash
Jolly Nature / 252 Attack, 252 Speed, 6 HP
Ability: Pressure
-Earthquake
-Stone Edge
-Taunt
-Stealth Rock
My suicide lead; set up a stealth rock and taunt to keep them from setting up any entry hazards or stat boosts. If the target flies and avoids Earthquake, the STABed Stone Edge should do the job. Focus Sash is there to ensure that my stealth rock goes down, it's the difference between a OHKO and a 2HKO.
-----------------------------------------
ELECTIVIRE @ Expert Belt
Adamant Nature / 252 Attack, 252 Speed, 6 HP
Ability: Motor Drive
-ThunderPunch
-Ice Punch
-Cross Chop
-Earthquake
Electivire is one of my favorite Pokemon of all time, I love his movesets. Motor Drive makes him my favorite Electric counter, especially because he can learn Earthquake. He has a super effective move for most typings, so I gave him the Expert Belt.
-----------------------------------------
FERALIGATR @ Leftovers
Adamant Nature / 140 HP, 252 Attack, 118 Speed
Ability: Torrent
-Waterfall
-Ice Punch
-Dragon Dance
-Earthquake
I've grown fond of this set, I prefer the solid Water typing over Gyarados's 4x electric weakness. I'd rather take two mild weaknesses over a big one anyday. Waterfall is for STAB and type coverage. Ice Punch handles flyers and dragons. Earthquake knocks the rest out.
-----------------------------------------
UMBREON @ Leftovers
Calm Nature / 252 HP, 130 Defense, 128 Sp. Defense
Ability: Synchronize
-Mean Look
-Confuse Ray
-Toxic
-Moonlight
I love Umbreon. Each time he takes a powerful hit, I doubt that he'll survive, only to see him barely take a scratch. Mean Look prevents them from setting me up. Confuse Ray is just to stall and annoy, and it works. Toxic is pretty self-explanatory; stalling is pointless if you're not waiting for anything. Three reasons why I have Moonlight and not wish. 1) I just couldn't find the time to get a father with Wish. 2) I find the instant self-recover more reliable, it's harder to place Wishes so that Umbreon will heal himself just in time. 3) If by chance, I face a team that utilizes Sunny Day, It'll be a breeze with a 75% HP heal.
-----------------------------------------
ARCANINE @ Muscle Band
Jolly Nature / 252 Attack, 252 Speed, 6 HP
Ability: Flash Fire
-Flare Blitz
-Crunch
-Extremespeed
-Thunder Fang
Personally, I like Arcanine's movepool more than Infernape in a few points. The biggest reason is Extremespeed. I love cleaning up low health targets with an Extremespeed. Flare Blitz is a move that both Arcanine and Infernape learn, so no comparison there. Thunder Fang is nice to take care of water types. The only type that really walls my other three moves is ground. This is where Crunch helps, because it can do decent damage to ground pokemon, while also handling psychics and ghosts. I know that Flash Fire isn't the usual ability for Arcanine, but I'd like a fire counter that instead of countering by reducing damage, just absorbs the whole thing and uses it to his advantage.
-----------------------------------------
GENGAR @ Brightpowder
Timid Nature / 252 Sp. Attack, 252 Speed, 6 HP
Ability: Levitate
- Hypnosis
- Will-O-Wisp
- Shadow Ball
- Thunderbolt
I'm actually debating whether to get rid of Will-O-Wisp for Energy Ball, because I don't have any Swampert coverage anywhere else on my team. I could use some advice here. Shadow Ball is for sheer STAB, Thunderbolt works well, especially against Skarmory / Gyarados. As of now, Hypnosis / WoW are simply aiming for double status; put one to sleep, and when they switch, burn the next one, especially if it's a physical sweeper, which the enemy would most likely switch in.
-----------------------------------------
All suggestions and criticism will be greatly appreciated, thanks!
Despite all that, I would really appreciate some constructive criticism to make this team work. Thanks in advance!
This is what I have trained and taught:
Lead:
AERODACTYL @ Focus Sash
Jolly Nature / 252 Attack, 252 Speed, 6 HP
Ability: Pressure
-Earthquake
-Stone Edge
-Taunt
-Stealth Rock
My suicide lead; set up a stealth rock and taunt to keep them from setting up any entry hazards or stat boosts. If the target flies and avoids Earthquake, the STABed Stone Edge should do the job. Focus Sash is there to ensure that my stealth rock goes down, it's the difference between a OHKO and a 2HKO.
-----------------------------------------
ELECTIVIRE @ Expert Belt
Adamant Nature / 252 Attack, 252 Speed, 6 HP
Ability: Motor Drive
-ThunderPunch
-Ice Punch
-Cross Chop
-Earthquake
Electivire is one of my favorite Pokemon of all time, I love his movesets. Motor Drive makes him my favorite Electric counter, especially because he can learn Earthquake. He has a super effective move for most typings, so I gave him the Expert Belt.
-----------------------------------------
FERALIGATR @ Leftovers
Adamant Nature / 140 HP, 252 Attack, 118 Speed
Ability: Torrent
-Waterfall
-Ice Punch
-Dragon Dance
-Earthquake
I've grown fond of this set, I prefer the solid Water typing over Gyarados's 4x electric weakness. I'd rather take two mild weaknesses over a big one anyday. Waterfall is for STAB and type coverage. Ice Punch handles flyers and dragons. Earthquake knocks the rest out.
-----------------------------------------
UMBREON @ Leftovers
Calm Nature / 252 HP, 130 Defense, 128 Sp. Defense
Ability: Synchronize
-Mean Look
-Confuse Ray
-Toxic
-Moonlight
I love Umbreon. Each time he takes a powerful hit, I doubt that he'll survive, only to see him barely take a scratch. Mean Look prevents them from setting me up. Confuse Ray is just to stall and annoy, and it works. Toxic is pretty self-explanatory; stalling is pointless if you're not waiting for anything. Three reasons why I have Moonlight and not wish. 1) I just couldn't find the time to get a father with Wish. 2) I find the instant self-recover more reliable, it's harder to place Wishes so that Umbreon will heal himself just in time. 3) If by chance, I face a team that utilizes Sunny Day, It'll be a breeze with a 75% HP heal.
-----------------------------------------
ARCANINE @ Muscle Band
Jolly Nature / 252 Attack, 252 Speed, 6 HP
Ability: Flash Fire
-Flare Blitz
-Crunch
-Extremespeed
-Thunder Fang
Personally, I like Arcanine's movepool more than Infernape in a few points. The biggest reason is Extremespeed. I love cleaning up low health targets with an Extremespeed. Flare Blitz is a move that both Arcanine and Infernape learn, so no comparison there. Thunder Fang is nice to take care of water types. The only type that really walls my other three moves is ground. This is where Crunch helps, because it can do decent damage to ground pokemon, while also handling psychics and ghosts. I know that Flash Fire isn't the usual ability for Arcanine, but I'd like a fire counter that instead of countering by reducing damage, just absorbs the whole thing and uses it to his advantage.
-----------------------------------------
GENGAR @ Brightpowder
Timid Nature / 252 Sp. Attack, 252 Speed, 6 HP
Ability: Levitate
- Hypnosis
- Will-O-Wisp
- Shadow Ball
- Thunderbolt
I'm actually debating whether to get rid of Will-O-Wisp for Energy Ball, because I don't have any Swampert coverage anywhere else on my team. I could use some advice here. Shadow Ball is for sheer STAB, Thunderbolt works well, especially against Skarmory / Gyarados. As of now, Hypnosis / WoW are simply aiming for double status; put one to sleep, and when they switch, burn the next one, especially if it's a physical sweeper, which the enemy would most likely switch in.
-----------------------------------------
All suggestions and criticism will be greatly appreciated, thanks!