This is my first RMT. Getting into competitve and was working on a team to breed. I really wanted to use Gliscor and Galvantula, a couple of my personal favorites, and the rest of the team came together from their. I've done a fair amount of playtesting with somewhere around ~30 games. Not many losses in particular that are the fault of my team. Most are simply misprediction, or alternative lacking in prediction. I'm still pretty new to competitive battle and am looking for ways to improve my team.
Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Impish Nature
- Taunt
-U-turn Protect
- Earthquake
- Knock Off
Gliscor is an effective option for leading and with this set can outspeed a lot of common hazard leads as well as many common threats. Its easy to switch in with its numerous resistances, as well as its immunity to ground and electric. Immunity to all hazards but Stealth Rocks and even being neutral to those helps as well. Taunt is effective for dealing with Hazard leads as well as a small number of pokemon who think they can switch in to you. A good example is how absolutely useless this set makes leading Smeargle.U-turn preserves momentum and in general keeps the team moving. Earthquake is the obligatory stab with good coverage. In the last slot I have Knock Off which I've tested with, though Roost is an option I've thought about. Knock Off also counters Gengar who otherwise this set would be useless against. In most of my testing Gligar has been a real star who is exceptionally useful against pretty much anything.
Amps (Galvantula) (M) @ ChoiceScarf Specs
Ability: Compound Eyes
Shiny: Yes
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature
- Sticky Web
- Bug Buzz
- Thunder
-Volt Switch Energy Ball
My other option for a lead. Sticky web is a fantastic hazard though using it is a little more complicated then most think. With Scarf I can pretty much ensure I can use it against nearly anyone. Its not often what I go for first though. Its very predictable so I tend to open with an attacking move instead. Bug Buzz is a wonderful stab that has some useful coverage especially on prediction. More then once a poor Espeon has switched in expecting to bounce a sticky web and died a horrible death to Bug Buzz. Thunder is the second stab that is effective for getting OHKO's on some real priority targets. Galvantula is my answer to the surprisingly regular Charizard Y leading. Most go right for the evolve expecting Sticky Web and eat a Thunder instead. Last slot is Volt Switch to gain momentum and give the a nice VoltTurn core.
CircumScizor (Scizor) (M) @Choice Band Scizorite
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
-U-turn Roost
-Pursuit Swords Dance
-Superpower Bug Bite
- Bullet Punch
The powerhouse of my team.This set is meant to hit hard. U-turn because Scizor. Pursuit gives me some decent coverage but is mostly used against predicted switches. Superpower is an extremely effective simply because Scizor is on the move constantly so the drops really don't matter. And very little likes a Banded Superpower from Scizor outide of devoted walls. Technician Bullet punch is fantastic as it is but also gives me Fairy coverage.
WorldOfGoo (Goodra) (F) @ Assault Vest
Ability: Gooey
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Dragon Tail
- Draco Meteor
- Fire Blast
- Ice Beam
Special wall and able to take a lot of punishment, Goodra holds the team together pretty well. I know most usage dictates T-Bolt and Dragon Pulse, but I prefer Draco Meteor and Dragon Tail. Fire Blast is a very useful move to deal with Greninja who oft times thinks he can hit pretty hard with an Ice Beam, just to die to a Fire Blast, which I picked over Flamethrower because the extra damage really does do its work. Ice Beam hits Dragonite and Garchomp pretty painfully if you can hit them first, though your just as likely to be OHKO'd right back if they hit you. Its more effective on a predicted switch.
UFO (Donphan) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Earthquake
- Stealth Rock
- Stone Edge
Probably the least wanted member of my team. Direly in need of a Defensive Spinner, I tested Forretress but the Weakness to Fire my team shared because of it was dire. Its unfortunately the reason for me avoiding Excadrill as well. the weakness to fire is really something that makes life hard. On top of that Stealth Rock user was something I rather lacked and this opened up that option. Moveset is pretty much entirely usage. EdgeQuake coverage is nice though I know that Ice Shard is one of the alternative usage moves.
Simply (Cloyster) (F) @ White Herb
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard
Shell Smash Cloyster really doesn't fit on my team for any reason other then a sweeper. That said is a very effective team member who doesn't contribute to the weaknesses of the rest of my team and can in fact cover some very useful threats that the rest of my team, currently, doesn't, thanks to its ice coverage on the physical side.
I really could use any help anyone would be willing to offer. It would be great to hear whats wrong with my team from some players who know more about the game then I and who have more experience.
Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Impish Nature
- Taunt
-
- Earthquake
- Knock Off
Gliscor is an effective option for leading and with this set can outspeed a lot of common hazard leads as well as many common threats. Its easy to switch in with its numerous resistances, as well as its immunity to ground and electric. Immunity to all hazards but Stealth Rocks and even being neutral to those helps as well. Taunt is effective for dealing with Hazard leads as well as a small number of pokemon who think they can switch in to you. A good example is how absolutely useless this set makes leading Smeargle.
Amps (Galvantula) (M) @ Choice
Ability: Compound Eyes
Shiny: Yes
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature
- Sticky Web
- Bug Buzz
- Thunder
-
My other option for a lead. Sticky web is a fantastic hazard though using it is a little more complicated then most think. With Scarf I can pretty much ensure I can use it against nearly anyone. Its not often what I go for first though. Its very predictable so I tend to open with an attacking move instead. Bug Buzz is a wonderful stab that has some useful coverage especially on prediction. More then once a poor Espeon has switched in expecting to bounce a sticky web and died a horrible death to Bug Buzz. Thunder is the second stab that is effective for getting OHKO's on some real priority targets. Galvantula is my answer to the surprisingly regular Charizard Y leading. Most go right for the evolve expecting Sticky Web and eat a Thunder instead. Last slot is Volt Switch to gain momentum and give the a nice VoltTurn core.
CircumScizor (Scizor) (M) @
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
-
-
-
- Bullet Punch
The powerhouse of my team.
Ability: Gooey
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Dragon Tail
- Draco Meteor
- Fire Blast
- Ice Beam
Special wall and able to take a lot of punishment, Goodra holds the team together pretty well. I know most usage dictates T-Bolt and Dragon Pulse, but I prefer Draco Meteor and Dragon Tail. Fire Blast is a very useful move to deal with Greninja who oft times thinks he can hit pretty hard with an Ice Beam, just to die to a Fire Blast, which I picked over Flamethrower because the extra damage really does do its work. Ice Beam hits Dragonite and Garchomp pretty painfully if you can hit them first, though your just as likely to be OHKO'd right back if they hit you. Its more effective on a predicted switch.
UFO (Donphan) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Earthquake
- Stealth Rock
- Stone Edge
Probably the least wanted member of my team. Direly in need of a Defensive Spinner, I tested Forretress but the Weakness to Fire my team shared because of it was dire. Its unfortunately the reason for me avoiding Excadrill as well. the weakness to fire is really something that makes life hard. On top of that Stealth Rock user was something I rather lacked and this opened up that option. Moveset is pretty much entirely usage. EdgeQuake coverage is nice though I know that Ice Shard is one of the alternative usage moves.
Simply (Cloyster) (F) @ White Herb
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard
Shell Smash Cloyster really doesn't fit on my team for any reason other then a sweeper. That said is a very effective team member who doesn't contribute to the weaknesses of the rest of my team and can in fact cover some very useful threats that the rest of my team, currently, doesn't, thanks to its ice coverage on the physical side.
I really could use any help anyone would be willing to offer. It would be great to hear whats wrong with my team from some players who know more about the game then I and who have more experience.
Last edited: