Hey, this is my first Rate My Team, so let's just dive right in.
I love Greninja. Love his ninja-froggy goodness, and I wanted to find a way to really build a team around him and how tricky of an ability Protean is. Something eventually dawned on me: Greninja isn't limited to what he can Protean shift into because of the magic of Hidden Power, which made me instantly want to use him in the core of a hazards team.
Greninja @ Leftovers
Ability: Protean
EVs: 252 HP / 252 Spe / 4 SpA
Timid Nature
- Hidden Power Ghost
- Spikes
- Ice Beam
- U-Turn
Yes, a bulky, hazard-setting, spin blocking Greninja. I'm rather proud of this, regardless of how efficient it is because absolutely no one expects it. Trevenant's dead and the opposing Forretress thinks he gets an easy spin on my Greninja? Of course he doesn't, and now he's taking an unresisted STAB'd special move to the face! On top of that, the spikes really give lead Rotoms issues volt switching out, and in case of an unfavorable matchup, the U-Turn for momentum is always nice.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 SpDef / 4 Att
Careful Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Punch
Here's where I'm somewhat iffy. T-Tar is an amazing special wall who can set up rocks while still bringing the pain, which is exactly what I want, but the sand isn't the most beneficial thing for my team, and I'm still questioning my decision to take him Mega rather than just slapping Lefties on him. Despite that, he's an excellent rocks setter and I'd rather he or his equal stay about.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 252 Spe / 4 HP
Modest Nature
- Toxic Spikes
- Flamethrower
- Thunderbolt
- Earth Power
The newest member of my team, Nidoking loves to bring some Toxic Spikes to the party, and whenever the pesky poison types show up to absorb them, he has a Sheer Force Life Orb'd Earth Power with their name on it. I'm still not certain of my coverage moves, as Ice Beam may fit better (I like to keep as much electric/ice/rock power on the team as possible to keep the pesky Defoggers at bay)...
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Brave Bird
- Whirlwind
- Spikes
- Roost
Believe it or not, but I tried running him as an offensive Life Orber at first after this team got stomped on by a Mega Venasaur, but I recognize now that a defensive Roost variant can wreck the 'Saur just as easily, if not more so. Redundant spikes because while I love the hell out of Greninja, he has a tenancy to explode sometimes due to his frailty, and Skarm generally has an easier time setting them up anyways. Whirlwinding my foes into my hazards is just an added bonus.
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / Att
Impish Nature
- Rapid Spin
- Close Combat
- Sucker Punch (Foresight?)
- Toxic
I debated long and hard about using a spinner on this team, and after getting wrecked by hazards, that which my team is supposed to use to win, I eventually broke down and added one, debating long and hard before settling on Hitmontop. In general, I've had some trouble with physical attackers, and Intimidate Top seems to be just what the doctor ordered. Still, getting walled by ghosts isn't terribly fun, so I'm considering dropping Sucker Punch (Which hasn't seen much use TBH) for Foresight.
Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 252 SpD / 4 Att
Careful Nature
- Leech Seed
- Substitute
- Curse
- Shadow Claw
Let it never be said that I didn't give credit where credit is due: I saw this set used by BlameTruth in his showdown sessions (The B-Tree, he calls it) and it has worked wonders for me, stalling out and forcing switches into my hazards with how deliciously evil it can turn out to be. The issue is I often need to use it to take down big threats, and I often tunnel vision on those threats so hard that when Mega Kanga comes in my poor tree is already too dead to wall it. On the other hand, it makes a fantastic spin-blocker and is all-around just obnoxious for my opponent.
I'm still seeing an iffy win-rate with this team, and I end up getting stalled a lot, and often my only result is to use Skarm to scare stallers away, or just stall in response, which only works if Trevenant is the one doing it. I'd love some advice, because I know this team needs some work.
I love Greninja. Love his ninja-froggy goodness, and I wanted to find a way to really build a team around him and how tricky of an ability Protean is. Something eventually dawned on me: Greninja isn't limited to what he can Protean shift into because of the magic of Hidden Power, which made me instantly want to use him in the core of a hazards team.
Greninja @ Leftovers
Ability: Protean
EVs: 252 HP / 252 Spe / 4 SpA
Timid Nature
- Hidden Power Ghost
- Spikes
- Ice Beam
- U-Turn
Yes, a bulky, hazard-setting, spin blocking Greninja. I'm rather proud of this, regardless of how efficient it is because absolutely no one expects it. Trevenant's dead and the opposing Forretress thinks he gets an easy spin on my Greninja? Of course he doesn't, and now he's taking an unresisted STAB'd special move to the face! On top of that, the spikes really give lead Rotoms issues volt switching out, and in case of an unfavorable matchup, the U-Turn for momentum is always nice.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 SpDef / 4 Att
Careful Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Punch
Here's where I'm somewhat iffy. T-Tar is an amazing special wall who can set up rocks while still bringing the pain, which is exactly what I want, but the sand isn't the most beneficial thing for my team, and I'm still questioning my decision to take him Mega rather than just slapping Lefties on him. Despite that, he's an excellent rocks setter and I'd rather he or his equal stay about.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 252 Spe / 4 HP
Modest Nature
- Toxic Spikes
- Flamethrower
- Thunderbolt
- Earth Power
The newest member of my team, Nidoking loves to bring some Toxic Spikes to the party, and whenever the pesky poison types show up to absorb them, he has a Sheer Force Life Orb'd Earth Power with their name on it. I'm still not certain of my coverage moves, as Ice Beam may fit better (I like to keep as much electric/ice/rock power on the team as possible to keep the pesky Defoggers at bay)...
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Brave Bird
- Whirlwind
- Spikes
- Roost
Believe it or not, but I tried running him as an offensive Life Orber at first after this team got stomped on by a Mega Venasaur, but I recognize now that a defensive Roost variant can wreck the 'Saur just as easily, if not more so. Redundant spikes because while I love the hell out of Greninja, he has a tenancy to explode sometimes due to his frailty, and Skarm generally has an easier time setting them up anyways. Whirlwinding my foes into my hazards is just an added bonus.
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / Att
Impish Nature
- Rapid Spin
- Close Combat
- Sucker Punch (Foresight?)
- Toxic
I debated long and hard about using a spinner on this team, and after getting wrecked by hazards, that which my team is supposed to use to win, I eventually broke down and added one, debating long and hard before settling on Hitmontop. In general, I've had some trouble with physical attackers, and Intimidate Top seems to be just what the doctor ordered. Still, getting walled by ghosts isn't terribly fun, so I'm considering dropping Sucker Punch (Which hasn't seen much use TBH) for Foresight.
Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 252 SpD / 4 Att
Careful Nature
- Leech Seed
- Substitute
- Curse
- Shadow Claw
Let it never be said that I didn't give credit where credit is due: I saw this set used by BlameTruth in his showdown sessions (The B-Tree, he calls it) and it has worked wonders for me, stalling out and forcing switches into my hazards with how deliciously evil it can turn out to be. The issue is I often need to use it to take down big threats, and I often tunnel vision on those threats so hard that when Mega Kanga comes in my poor tree is already too dead to wall it. On the other hand, it makes a fantastic spin-blocker and is all-around just obnoxious for my opponent.
I'm still seeing an iffy win-rate with this team, and I end up getting stalled a lot, and often my only result is to use Skarm to scare stallers away, or just stall in response, which only works if Trevenant is the one doing it. I'd love some advice, because I know this team needs some work.