First of all...
Before any of yall get to going all Judge Judy on my team, I'd like to say that I realize that my team may sound a tad gimicky at first, but I made this team at 2 am and took me 1 and a half hours to completely think through. So please don't be hatin
Secondly...
I have not had a chance to go and do any detailed calc's regarding whether a pokemon would be able to live a cetain hit in a certain situation or whatnot, so there's that.
Thirdly...
The theme of this team, as you read in the title, is "Guard and Smack", which'll make more sense when I get into the explination
So without further ado, I give you, GUARD AND SMACK!
Gyarados @ Gyaradosite
Ability: Moxie
EVs: 4 HP / 76 Atk / 176 SpA / 252 Spe
Mild Nature
- Dragon Dance
- Earthquake
- Waterfall
- Fire Blast
Kicking of this team we've got mega gyarados. Right of the bat, you may realied "Holy cow, mixed gyarados??!?!?!" Yup, mixed gyarados. Gyarados's main purpose is really to stop any frail special attackes, more specifically Greninja (not grass knot one, who runs grass knot Greninja anymore?), and force them to go into a "Gyarados Stop". More specifically, Ferrothorn. You can set up a DD on the switch out, to make up for the lack of attack evs, and go from there. This also works well on Skarmory, or even Venasaur if you don't mega right away. From there you just work on setting up DDs and hopfully getting a couple kills.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 32 HP / 252 Def / 48 SpA / 176 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Roost
- Defog
Latias's main job here is to wall any of those pesky fighting types out there who may want to switch in on Gyarados. One of Latias's main weakness's in this situation is taking ice punches and knock off's. Therefore, in order to succesfully use it, we've gotta plop a bunch of ev's into defense to hopefully take an ice punch/knock off and give it enough speed to out speed base 100 jolly fighting types, and still have enough sp attack to OHKO. The only thing it may have trouble with is AV Conkeldurr. But hey, everything has it's weakness
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 132 SpA / 124 SpD
Calm Nature
- Flash Cannon
- Rest
- Sleep Talk
- Flamethrower
Here's the check for Latias. This guy ain't got no time for fairy types with dat quad resist. He'll take ghost types pretty decently but is a bit succeptable to Knock-off's. The rest-talk is something a bit rare, but I find it quite usefull when running bulky offensive. This guy's water weakness is covered by good ol' Rotom Wash and fighting is covered by Clefable and Latias. BTW, if you haven't noticed, this team has 3 ground immunities (not counting reg, Gyarados), so no need to worry bout that. The F Cannon is mainly for smacking fairy's/stab and fthrower is just a decent move to have.
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 96 Atk / 252 Def / 160 Spe
Adamant Nature
- Will-O-Wisp
- Brave Bird
- Flame Charge
- Roost
#IHateMegaMedicham. This thing ties down Mega Medi and slaps in all the right places. Switch this thing in on a predicted whatever and have at it. 99.9% of the time your oppenent will always switch out on this thing. From there you can roost up, or will-o, or just Brave Bird the world. This thing also takes out Ferrothorn, Mega Vena, or any other pesty wall that stands in your way.
Clefable @ Assault Vest
Ability: Magic Guard
EVs: 140 HP / 176 Def / 116 SpA / 76 SpD
Modest Nature
- Flamethrower
- Ice Beam
- Magical Leaf
- Shadow Ball
Here it is. There gluten free bread and butter of this team. "AV Clefable". Never thought you would here that, would you? I will now sadly attempt to explain how this might work. The idea with this is to switch it in on a toxic, leech seed, etc, and then catch em off guard with the coverage. Clefable gets an extremely good amount of coverage, which I feel is not taken advantage of. This is great for countering a Breloom, any form of R Wash (even the trick one, the scarf kinda helps), Ferrothorn, or anything that wants to status you and ruin your day. This is where the "Guard and Smack" come's from. Switch in on an obvious status and go to town with any wide range of coverage moves. This can also serve well on coming in on a predicted dragon, and in turn gettin em with an ice beam. Shadow Ball is for just some generall neutral coverage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Volt Switch
- Pain Split
- Hydro Pump
- Thunder Wave
Here's the momentum builder of the team. R Wash is just amazing in general. Here, i decided to choose T Wave over will-o simply because my team is kind of lacking in speed besides T-Flame. This'll resist a ton of stuff in the tier and effectively cripple them. Pain Split (in my opinion) is a staple on R Wash and the Hydro Pump a good STAB. The classic slow Volt Switch is for building momentum w/ also dealing damage.
In Conclusion- Looking back on this team, I can kinda, sorta, almost sometimes see it definately usually working half the time occasionally. I feel that this team definately has a lot of potential to grow and develope. This team is by NO means finished. There is still a lot of calc-ing and tweeking to be done. Feel free to leave constructive critisism, or not constructive, I guess.
Ps. I'm going for a creative team that might possibly go 50/50. I try to use teams that are fun to use rather than laddering. This jumbled mess witl probably never make it up the ladder, but I'd rather use this thing than the standard r wash, lando, mega scizor crap, so there
T-hanks for reading.
Before any of yall get to going all Judge Judy on my team, I'd like to say that I realize that my team may sound a tad gimicky at first, but I made this team at 2 am and took me 1 and a half hours to completely think through. So please don't be hatin
Secondly...
I have not had a chance to go and do any detailed calc's regarding whether a pokemon would be able to live a cetain hit in a certain situation or whatnot, so there's that.
Thirdly...
The theme of this team, as you read in the title, is "Guard and Smack", which'll make more sense when I get into the explination
So without further ado, I give you, GUARD AND SMACK!
Gyarados @ Gyaradosite
Ability: Moxie
EVs: 4 HP / 76 Atk / 176 SpA / 252 Spe
Mild Nature
- Dragon Dance
- Earthquake
- Waterfall
- Fire Blast
Kicking of this team we've got mega gyarados. Right of the bat, you may realied "Holy cow, mixed gyarados??!?!?!" Yup, mixed gyarados. Gyarados's main purpose is really to stop any frail special attackes, more specifically Greninja (not grass knot one, who runs grass knot Greninja anymore?), and force them to go into a "Gyarados Stop". More specifically, Ferrothorn. You can set up a DD on the switch out, to make up for the lack of attack evs, and go from there. This also works well on Skarmory, or even Venasaur if you don't mega right away. From there you just work on setting up DDs and hopfully getting a couple kills.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 32 HP / 252 Def / 48 SpA / 176 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Roost
- Defog
Latias's main job here is to wall any of those pesky fighting types out there who may want to switch in on Gyarados. One of Latias's main weakness's in this situation is taking ice punches and knock off's. Therefore, in order to succesfully use it, we've gotta plop a bunch of ev's into defense to hopefully take an ice punch/knock off and give it enough speed to out speed base 100 jolly fighting types, and still have enough sp attack to OHKO. The only thing it may have trouble with is AV Conkeldurr. But hey, everything has it's weakness
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 132 SpA / 124 SpD
Calm Nature
- Flash Cannon
- Rest
- Sleep Talk
- Flamethrower
Here's the check for Latias. This guy ain't got no time for fairy types with dat quad resist. He'll take ghost types pretty decently but is a bit succeptable to Knock-off's. The rest-talk is something a bit rare, but I find it quite usefull when running bulky offensive. This guy's water weakness is covered by good ol' Rotom Wash and fighting is covered by Clefable and Latias. BTW, if you haven't noticed, this team has 3 ground immunities (not counting reg, Gyarados), so no need to worry bout that. The F Cannon is mainly for smacking fairy's/stab and fthrower is just a decent move to have.
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 96 Atk / 252 Def / 160 Spe
Adamant Nature
- Will-O-Wisp
- Brave Bird
- Flame Charge
- Roost
#IHateMegaMedicham. This thing ties down Mega Medi and slaps in all the right places. Switch this thing in on a predicted whatever and have at it. 99.9% of the time your oppenent will always switch out on this thing. From there you can roost up, or will-o, or just Brave Bird the world. This thing also takes out Ferrothorn, Mega Vena, or any other pesty wall that stands in your way.
Clefable @ Assault Vest
Ability: Magic Guard
EVs: 140 HP / 176 Def / 116 SpA / 76 SpD
Modest Nature
- Flamethrower
- Ice Beam
- Magical Leaf
- Shadow Ball
Here it is. There gluten free bread and butter of this team. "AV Clefable". Never thought you would here that, would you? I will now sadly attempt to explain how this might work. The idea with this is to switch it in on a toxic, leech seed, etc, and then catch em off guard with the coverage. Clefable gets an extremely good amount of coverage, which I feel is not taken advantage of. This is great for countering a Breloom, any form of R Wash (even the trick one, the scarf kinda helps), Ferrothorn, or anything that wants to status you and ruin your day. This is where the "Guard and Smack" come's from. Switch in on an obvious status and go to town with any wide range of coverage moves. This can also serve well on coming in on a predicted dragon, and in turn gettin em with an ice beam. Shadow Ball is for just some generall neutral coverage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Volt Switch
- Pain Split
- Hydro Pump
- Thunder Wave
Here's the momentum builder of the team. R Wash is just amazing in general. Here, i decided to choose T Wave over will-o simply because my team is kind of lacking in speed besides T-Flame. This'll resist a ton of stuff in the tier and effectively cripple them. Pain Split (in my opinion) is a staple on R Wash and the Hydro Pump a good STAB. The classic slow Volt Switch is for building momentum w/ also dealing damage.
In Conclusion- Looking back on this team, I can kinda, sorta, almost sometimes see it definately usually working half the time occasionally. I feel that this team definately has a lot of potential to grow and develope. This team is by NO means finished. There is still a lot of calc-ing and tweeking to be done. Feel free to leave constructive critisism, or not constructive, I guess.
Ps. I'm going for a creative team that might possibly go 50/50. I try to use teams that are fun to use rather than laddering. This jumbled mess witl probably never make it up the ladder, but I'd rather use this thing than the standard r wash, lando, mega scizor crap, so there
T-hanks for reading.
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