Rate my team por favor

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.
 
Well, one thing is for sure here, you are certainly not afraid to pick the stuff that others never would. In fact, while skimming through this, I was reading your description of Magnezone, and after seeing Aegislash and Heatran mentioned, I realized that the team wasn't UU. I would love to rate this team, and show you which Pokemon are obsolete, and why.

Mega Medicham is your star. I will not change that, because that was your initial intention. However, I think the moveset may need some work. First of all, a team you use shouldn't have moves that you pick between often. You should settle for four moves always, and have the rest of your team cover what isn't selected. I am talking about your three elemental punches. With Fire Punch, you can damage Aegislash, but Aegislash carries Shadow Sneak, which will take about two-thirds of your Medicham alone, and not to mention King's Shield, which will shut down your Medicham entirely. You probably should not have Medicham deal with Aegislash. Thunder Punch will take away about half of Skarmory's health, which is nice, but Brave Bird will take about all of Medicham's health. Ice Punch will OHKO Gliscor, Landorus-T (even after intimidate), and Mega Garchomp. Ice Punch is the punch for you. Also, Bullet Punch is there. Steel is not a good attacking type, I can't see you doing a whole ton with it. It does break a sash, though. What would work even better for breaking sashes is Fake Out. Fake Out breaks the sash and flinches them, thus removing the sash without consequence. The move gives a useful bit of chip damage for free, and is much better for a lead. The thing about Bullet Punch is that it does less damage than a double resisted Hi Jump Kick.

Now, if Mega Medicham has Hi Jump Kick, Psycho Cut, Ice Punch, and Fake Out, what can't it get past? Aegislash, Charizard Y, Deoxys, and fairies. Also, Talonflame, Pinsir, Charizard, and Aegislash can kill it pretty easily. A good team-mate would be able to:

~ Halt bird spam
~ Pursuit trap Aegislash and Deoxys
~ Kill fairies

Now, there may be nothing out there to do all of that, but one at a time, all have to be taken care of. On your team I see nothing to stop bird spam. The best counters to bird would be Tyranitar, Heatran, Rotom-W, and Aegislash. Two of these can set up rocks to stop birds from showing up later, and two can pursuit trap. The one that can do both (and do both the best!) would be Tyranitar.

Tyranitar brings sand into play, which may not help Mega Medicham, but it brings Pursuit and rocks, so I think it'll do as a team-mate. For a suggested set, I would try a tank. Use:

Tyranitar Leftovers
Ability: Sand Stream
252 HP / 252 Atk / 4 Def
Adamant Nature
- Stone Edge
- Pursuit
- Earthquake
- Stealth Rock

This guy can be switched into Talonflame and hit it (for a lot of damage!) with Pursuit, along with psychic types and ghosts.

We still need something to kill fairies and a way to deal with Aegislash. Landorus-T is already on your team, and it could help do that job. Choice Scarf is a bit odd, especially with Stealth Rock, but we have that move covered by Tyranitar. The thing about Choice Scarf is that Landorus-T works great as a wall, with intimidate and a great defensive typing. The scarf would stop it from hitting the switch-in for massive damage. I would suggest using a Choice Band instead. With the band, it'll do some massive damage.

Obviously, now, we're going to need some special attacks. With Mega Medicham, Tyranitar, and Landorus-T, I could see Magnezone, Vaporeon, and Togekiss taking the special spectrum. Togekiss and Landorus-T cover Garchomp pretty well, Magnezone and Landorus-T can break fairies, Vaporeon and Landorus-T cover Bisharp, Tyranitar completely stops Charizard Y (but beware Focus Blast), and Aegislash can't beat Landorus-T and, depending on the set, Vaporeon or Togekiss.

I think the team is much more rounded out with my suggestions! In case you don't want to read all of what I have posted, here's a summary of what I think could benefit your team:
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- High Jump Kick
- Psycho Cut
- Ice Punch
- Fake Out


Tyranitar Leftovers
Ability: Sand Stream
252 HP / 252 Atk / 4 Def
Adamant Nature
- Stone Edge
- Pursuit
- Earthquake
- Stealth Rock


Landorus-Therian (M) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 160 Spd / 96 HP
Adamant Nature
- Earthquake
- Knock Off
- U-turn
- Stone Edge

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 224 SDef / 32 SAtk
Calm Nature
- Wish
- Protect
- Scald
- Roar

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 212 SAtk / 44 Spd
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 208 Def / 52 Spd (Not sure what the special defense EVs were for)
Calm Nature
- Roost
- Heal Bell
- Thunder Wave
- Air Slash

I hope I have helped! Next time you build a team, try to start with a core so that you have a better concept of a goal for your team. Good luck in battling!
 
Tyranitar Leftovers
Ability: Sand Stream
252 HP / 252 Atk / 4 Def
Adamant Nature
- Stone Edge
- Pursuit
- Earthquake
- Stealth Rock

Thanks for the reply it was really helpful. I actually used tyranitar but swapped him for Landorus because I had too big a fighting weakness, didn't really think of using them both. I've put defog on Togekiss for Hazards and taken out avalugg like you said, and Tyranitar is doing well at keeping them birds at bay so far, thanks!
 
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