This is the first time I've ever tried building a competitive team. I know I don't really have a wall, and I'm sure some of my decisions will be rightfully ripped apart, but that's why I'm posting this. Just be gentle with me. :-D Also, as you will notice, I don't know any of the usual checks for any given 'mon, so that's why I don't call out any usual foes by name -- I just don't know them.
Forretress – Custap Berry (if ever allowed in Gen 6) but realistically, Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpD, 0 Speed IV
Nature: Relaxed
1. Spikes
2. Rapid Spin
3. Gravity
4. Gyro Ball
I really didn't want to put a spike layer or spinner on a team, but it seems it's the thing to do. I chose Spikes and Gravity over Stealth Rock so you can layer it, and gravity so flying 'mon could be affected for 5 turns, if that's how it works. With a Sturdy nature and 0 Speed IVs, the Custap Berry would REALLY be nice for Gyro Ball, but it appears that's a pipe dream. So Leftovers, and I'm rethinking the 0 IVs for Speed. Maybe then replace Gyro Ball with Volt Switch to bring him back later to spin again?
Zoroark – Focus Sash or Wide Lense (for Focus Blast)
Ability: Illusion
EVs: 252 SpA / 252 Speed / 4 SpD
Nature: Timid
1. Flamethrower
2. Grass Knot
3. Dark Pulse
4. Focus Blast / U-Turn
I know he's frail, but I'm hoping for Psychic type switch in when Zoroark appears as Machamp. If that fails as a lure, then having Greninja in the last slot will just play even further mind games. Hoping Zoroark might pull off a Grass Knot, then U-Turn for someone else, my 'ninja's moveset will be thought to be halfway figured out, while only U-Turn is a shared move of the two. If Focus Blast should be kept, is Wide Lense smart?
Salamence - Salamencite
Ability: Intimidate
EVs: 252 Att, 252 Speed, 4 Def
Nature: Naive
1. Earthquake
2. Return
3. Dragon Claw
4. Dragon Dance
I didn't want to use a slot for DD, but it again appears to be almost necessary. I'd prefer him to pack a fire move... Any and all help from this point is pretty much awesome.
Gardevoir – Ring Target (for Trick)
Ability: Trace (will go for Telepathy if I do double or triple battles)
EVs: 116 HP/52 Def/ 144 SpA/4 SpD/ 192 Speed
Nature: Modest
1. Psychic / Future Sight (?)
2. Shadow Ball
3. Wish / Misty Terrain(?) / Trick
4. Moonblast
I had a Gardevoir set up as a healer and such, but looking back on my team, I thought I needed some fairy attack at least. So I bred this one. I like Ring Target with Trick, but not sure if Trick fits this set. I like the combo of Future Sight with Wish, but is doing no damage for 2 turns really going to be wise? I also like the thought of Misty Terrain in tandem with Forretress' Gravity. But just feedback whether any of this is wise is what I'm after. I took the EV allocation from a Smogon recommendation for a Choice Sp.Attacker.
ONE OF THESE TO IN THE LAST SLOT
Machamp – Sticky Barb (for use with Knock Off)
Ability: No Guard
EVs: 252 Att, 200 HP, 56 Speed
Nature: Adamant
1. Dynamic Punch
2. Knock Off
3. Stone Edge
4. Poison Jab/Dual Chop (?)
He's here to lure out some psychic for Zoroark while still in his illusion. I put sticky barb on him to take effect after Knock Off. I guess it'll take 2 rounds for that to occur, right? Wide Lense for Dynamic Punch? Though while taking him in the Battle Maison, he has hit every time. I had Bullet Punch in the 4th slot, but I like the thought of Poison Jab or Dual Chop. Thoughts?
Greninja – ???
Ability: Protean
EVs: 252 SpA, 252 Speed, 4 Def
Nature: Timid
1. Extrasensory
2. Ice Beam
3. Hydro Pump
4. U-Turn
Never played him before. Had a Protean in my Y boxes, so I brought it over and he is just a hoot to play with. I had him originally with Spikes in the 4th slot, but nixed that after I put up Forretress. Adding U-Turn keeps the act with Zoroark going longer, as each can switch out of dangerous scenarios, hopefully w/o getting hit first.
Thanks!!! If I have anything formatted wrong, sorry mods -- today's my first day here.
Forretress – Custap Berry (if ever allowed in Gen 6) but realistically, Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 4 SpD, 0 Speed IV
Nature: Relaxed
1. Spikes
2. Rapid Spin
3. Gravity
4. Gyro Ball
I really didn't want to put a spike layer or spinner on a team, but it seems it's the thing to do. I chose Spikes and Gravity over Stealth Rock so you can layer it, and gravity so flying 'mon could be affected for 5 turns, if that's how it works. With a Sturdy nature and 0 Speed IVs, the Custap Berry would REALLY be nice for Gyro Ball, but it appears that's a pipe dream. So Leftovers, and I'm rethinking the 0 IVs for Speed. Maybe then replace Gyro Ball with Volt Switch to bring him back later to spin again?
Zoroark – Focus Sash or Wide Lense (for Focus Blast)
Ability: Illusion
EVs: 252 SpA / 252 Speed / 4 SpD
Nature: Timid
1. Flamethrower
2. Grass Knot
3. Dark Pulse
4. Focus Blast / U-Turn
I know he's frail, but I'm hoping for Psychic type switch in when Zoroark appears as Machamp. If that fails as a lure, then having Greninja in the last slot will just play even further mind games. Hoping Zoroark might pull off a Grass Knot, then U-Turn for someone else, my 'ninja's moveset will be thought to be halfway figured out, while only U-Turn is a shared move of the two. If Focus Blast should be kept, is Wide Lense smart?
Salamence - Salamencite
Ability: Intimidate
EVs: 252 Att, 252 Speed, 4 Def
Nature: Naive
1. Earthquake
2. Return
3. Dragon Claw
4. Dragon Dance
I didn't want to use a slot for DD, but it again appears to be almost necessary. I'd prefer him to pack a fire move... Any and all help from this point is pretty much awesome.
Gardevoir – Ring Target (for Trick)
Ability: Trace (will go for Telepathy if I do double or triple battles)
EVs: 116 HP/52 Def/ 144 SpA/4 SpD/ 192 Speed
Nature: Modest
1. Psychic / Future Sight (?)
2. Shadow Ball
3. Wish / Misty Terrain(?) / Trick
4. Moonblast
I had a Gardevoir set up as a healer and such, but looking back on my team, I thought I needed some fairy attack at least. So I bred this one. I like Ring Target with Trick, but not sure if Trick fits this set. I like the combo of Future Sight with Wish, but is doing no damage for 2 turns really going to be wise? I also like the thought of Misty Terrain in tandem with Forretress' Gravity. But just feedback whether any of this is wise is what I'm after. I took the EV allocation from a Smogon recommendation for a Choice Sp.Attacker.
ONE OF THESE TO IN THE LAST SLOT
Machamp – Sticky Barb (for use with Knock Off)
Ability: No Guard
EVs: 252 Att, 200 HP, 56 Speed
Nature: Adamant
1. Dynamic Punch
2. Knock Off
3. Stone Edge
4. Poison Jab/Dual Chop (?)
He's here to lure out some psychic for Zoroark while still in his illusion. I put sticky barb on him to take effect after Knock Off. I guess it'll take 2 rounds for that to occur, right? Wide Lense for Dynamic Punch? Though while taking him in the Battle Maison, he has hit every time. I had Bullet Punch in the 4th slot, but I like the thought of Poison Jab or Dual Chop. Thoughts?
Greninja – ???
Ability: Protean
EVs: 252 SpA, 252 Speed, 4 Def
Nature: Timid
1. Extrasensory
2. Ice Beam
3. Hydro Pump
4. U-Turn
Never played him before. Had a Protean in my Y boxes, so I brought it over and he is just a hoot to play with. I had him originally with Spikes in the 4th slot, but nixed that after I put up Forretress. Adding U-Turn keeps the act with Zoroark going longer, as each can switch out of dangerous scenarios, hopefully w/o getting hit first.
Thanks!!! If I have anything formatted wrong, sorry mods -- today's my first day here.
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