My team: Landorus, Avalugg, Magnezone, Togekiss, Vaporeon, MegaCham
So I'm still relatively new to competitive battling, and still trying to embrace the whole idea of it. After my first team which failed (don't look at my first post) I've restarted, building around the wall-breaker that is MegaCham. He's pure wall-breaking power (see what I did there), and he looks cool which is a bonus. The rest of my team just kinda appeared, and I still want some help with it - even if i'm doing considerably better than with my previous team.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- High Jump Kick
- Psycho Cut
- Ice Punch / Fire punch / Thunderpunch
- Bullet Punch
MegaCham has awesome coverage with all the elemental punches, but everytime I have one I seem to need the other. Still, they're nice to have, bullet punch provides priority for sash users and the other two are obligatory STAB. Not much to really say about this set as its kind of self-explanatory... I tend to save MegaCham for the end of the battle so his walls (depending on the punch ) are taken care of, as well as anyone faster. Late game he can be devastating, and people who are unaware of his power often underestimate how hard he actually hits, and almost no wall is safe unless they resist that high-jump-kick. That 100 speed often leaves much to be desired, as he ties with Charizard and is easily outsped and OHKOed by Garchomp. Anyone else who outspeeds I can pretty much handle, but these two are the main problem if they're still around. Prority users such as Pinsir, Scizor and Azumarill can be problematic, but are usually not around late-game or I have a reliable counter.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 160 Spd / 96 HP
Adamant Nature
- Earthquake
- Knock Off
- U-turn / Stealth rock
- Stone Edge
My lack of entry hazards is why I have SR on here, but i usually just use U-turn. Landorus is a hard Talonflame and MegaZard (either) counter. His intimidate is also useful as a volt-turn pivot partnership with Magnezone, the two also having good synergy. I run Choice Scarf to compensate for my lack of a really fast pokemon, the EVs tailored to outspeed Talonflame by 1, though i may fully invest to prevent Deoxys-S running rampant (not that much of a problem though). My main problem with Landorus is his lack of recovery, as his bulk is awesome but incapable of taking multiple hits like i sometimes need. Overall a good member of the team with that powerful EdgeQuake, knock off providing some great utility.
Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 SDef / 16 Def / 40 HP
Careful Nature
- Rapid Spin
- Recover
- Curse
- Avalanche
My main physical wall and rapid spinner, Avalugg is often overlooked. That monstrous defence is a force to be reckoned with even uninvested, hence the added special bulk. He OHKOs pretty much everyone weak to ice in one hit. Though his typing isn't great, I'm yet to see him OHKOed by a physical attack (disregarding sturdy). Any special pokemon can hit him hard, and hazards being up does limit him as he finds it hard to constantly switch in and spin then switch out. Thankfully hazards aren't that prominent in this offensively-orientated meta, but it still limits his longevity, and he can switch it on nearly all physical attackers and spin. Fire blast on Salamence can't 2HKO which is nice, and Avalugg has definitely helped me win a lot of games.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 224 SDef / 32 SAtk
Calm Nature
- Wish
- Protect
- Scald
- Ice Beam / Roar
My main special wall and wish passer, Vaporeon can soak up special attacks for days. Wish passes into Landorus and Magnezone are awesome, while that Water Absorb also helps Landorus. As I already have an ice-type ice beam can sometimes be redundant, hence roar for phazing purposes. Physical attackers can mostly shut down Vaporeon, but I'm using him mainly as a support so that's not that bad. I do feel there must be better options that Vaporeon, and that double electric weakness with Togekiss can be devastating, especiallyif Rotom is around.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 212 SAtk / 44 Spd
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
I love Magnezone's ability. It kills pretty much every steel type but Heatran and Aegislash, which is great for Togekiss. It also packs a huge punch coupled with choice specs and has great resistances. The speed EVs are to outspeed uninvested Scizor to prevent him u-turning out or hitting me with superpower, even though I've not seen one Supoerpower Scizor yet. Flash cannon is STAB, and that volt-switch coupled with U-turn really helps obtain momentum. Any ground type destroys Magnezone, but he makes up for it because of how easy he can dispatch of huge threats like Scizor and Ferrothorn reliably.
Togekiss @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 28 SDef / 180 Def / 52 Spd
Calm Nature
- Roost
- Heal Bell
- Thunder Wave
- Air Slash
Para-Flinch is so awesome, and so is Togekiss. Running Life Orb purely because Vaporeon has the leftovers and I can invest in bulk more. The speed EVs are to outspeed Rotom, whereas the physical bulk is to compensate for the physically orientated meta. Not much kills Togekiss, but stealth rock cripples him, and if Avalugg goes down unexpectedly Togekiss invariably suffers. Heal bell is to support my Toxic prone avalugg and Vaporeon, reducing me to only one attack but Air slash does hit relatively hard.
Type wise I have a double electric, rock, fighting steel and ice weakness. However i do have at least a double resistance to each which is good,(except for steel, but Magnezone can cover this) and I have decent coverage regarding hitting most Pokemon super effectively. Some threats that seem to beat me constantly are:
-Bisharp
-Megazard Y
-ScarfChomp
-Aegislash
Megazard doesn't die, and Bisharp and Aegislash are steel types that don't fear Magnezone. If avalugg goes down too early then fast pokemon that Landorus can't deal with have a field day. Dedicated hazard users are a problem, and so are stall teams. Walls aren't really my problem as Megacham deals with them well, but those with numerous dedicated walls benefit from my lack of toxic. Would love suggestions on sets, EVs, strategies, how to deal with counters and even new Pokemon for members like Avalugg and Vaporeon.
As a side note I have no idea how to put in pictures, so if anyone could tell me how to do that that would be great xD.
So I'm still relatively new to competitive battling, and still trying to embrace the whole idea of it. After my first team which failed (don't look at my first post) I've restarted, building around the wall-breaker that is MegaCham. He's pure wall-breaking power (see what I did there), and he looks cool which is a bonus. The rest of my team just kinda appeared, and I still want some help with it - even if i'm doing considerably better than with my previous team.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- High Jump Kick
- Psycho Cut
- Ice Punch / Fire punch / Thunderpunch
- Bullet Punch
MegaCham has awesome coverage with all the elemental punches, but everytime I have one I seem to need the other. Still, they're nice to have, bullet punch provides priority for sash users and the other two are obligatory STAB. Not much to really say about this set as its kind of self-explanatory... I tend to save MegaCham for the end of the battle so his walls (depending on the punch ) are taken care of, as well as anyone faster. Late game he can be devastating, and people who are unaware of his power often underestimate how hard he actually hits, and almost no wall is safe unless they resist that high-jump-kick. That 100 speed often leaves much to be desired, as he ties with Charizard and is easily outsped and OHKOed by Garchomp. Anyone else who outspeeds I can pretty much handle, but these two are the main problem if they're still around. Prority users such as Pinsir, Scizor and Azumarill can be problematic, but are usually not around late-game or I have a reliable counter.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 160 Spd / 96 HP
Adamant Nature
- Earthquake
- Knock Off
- U-turn / Stealth rock
- Stone Edge
My lack of entry hazards is why I have SR on here, but i usually just use U-turn. Landorus is a hard Talonflame and MegaZard (either) counter. His intimidate is also useful as a volt-turn pivot partnership with Magnezone, the two also having good synergy. I run Choice Scarf to compensate for my lack of a really fast pokemon, the EVs tailored to outspeed Talonflame by 1, though i may fully invest to prevent Deoxys-S running rampant (not that much of a problem though). My main problem with Landorus is his lack of recovery, as his bulk is awesome but incapable of taking multiple hits like i sometimes need. Overall a good member of the team with that powerful EdgeQuake, knock off providing some great utility.
Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 SDef / 16 Def / 40 HP
Careful Nature
- Rapid Spin
- Recover
- Curse
- Avalanche
My main physical wall and rapid spinner, Avalugg is often overlooked. That monstrous defence is a force to be reckoned with even uninvested, hence the added special bulk. He OHKOs pretty much everyone weak to ice in one hit. Though his typing isn't great, I'm yet to see him OHKOed by a physical attack (disregarding sturdy). Any special pokemon can hit him hard, and hazards being up does limit him as he finds it hard to constantly switch in and spin then switch out. Thankfully hazards aren't that prominent in this offensively-orientated meta, but it still limits his longevity, and he can switch it on nearly all physical attackers and spin. Fire blast on Salamence can't 2HKO which is nice, and Avalugg has definitely helped me win a lot of games.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 224 SDef / 32 SAtk
Calm Nature
- Wish
- Protect
- Scald
- Ice Beam / Roar
My main special wall and wish passer, Vaporeon can soak up special attacks for days. Wish passes into Landorus and Magnezone are awesome, while that Water Absorb also helps Landorus. As I already have an ice-type ice beam can sometimes be redundant, hence roar for phazing purposes. Physical attackers can mostly shut down Vaporeon, but I'm using him mainly as a support so that's not that bad. I do feel there must be better options that Vaporeon, and that double electric weakness with Togekiss can be devastating, especiallyif Rotom is around.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 212 SAtk / 44 Spd
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
I love Magnezone's ability. It kills pretty much every steel type but Heatran and Aegislash, which is great for Togekiss. It also packs a huge punch coupled with choice specs and has great resistances. The speed EVs are to outspeed uninvested Scizor to prevent him u-turning out or hitting me with superpower, even though I've not seen one Supoerpower Scizor yet. Flash cannon is STAB, and that volt-switch coupled with U-turn really helps obtain momentum. Any ground type destroys Magnezone, but he makes up for it because of how easy he can dispatch of huge threats like Scizor and Ferrothorn reliably.
Togekiss @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 28 SDef / 180 Def / 52 Spd
Calm Nature
- Roost
- Heal Bell
- Thunder Wave
- Air Slash
Para-Flinch is so awesome, and so is Togekiss. Running Life Orb purely because Vaporeon has the leftovers and I can invest in bulk more. The speed EVs are to outspeed Rotom, whereas the physical bulk is to compensate for the physically orientated meta. Not much kills Togekiss, but stealth rock cripples him, and if Avalugg goes down unexpectedly Togekiss invariably suffers. Heal bell is to support my Toxic prone avalugg and Vaporeon, reducing me to only one attack but Air slash does hit relatively hard.
Type wise I have a double electric, rock, fighting steel and ice weakness. However i do have at least a double resistance to each which is good,(except for steel, but Magnezone can cover this) and I have decent coverage regarding hitting most Pokemon super effectively. Some threats that seem to beat me constantly are:
-Bisharp
-Megazard Y
-ScarfChomp
-Aegislash
Megazard doesn't die, and Bisharp and Aegislash are steel types that don't fear Magnezone. If avalugg goes down too early then fast pokemon that Landorus can't deal with have a field day. Dedicated hazard users are a problem, and so are stall teams. Walls aren't really my problem as Megacham deals with them well, but those with numerous dedicated walls benefit from my lack of toxic. Would love suggestions on sets, EVs, strategies, how to deal with counters and even new Pokemon for members like Avalugg and Vaporeon.
As a side note I have no idea how to put in pictures, so if anyone could tell me how to do that that would be great xD.