Hello! I'm hoping to get some feedback on a team I've been using in National Dex.
My main goal in making this team was mostly just to use Pokémon and sets that I thought looked fun to use, but to use them as well as I could - it's definitely not a top-tier competitive team or anything, but it's still been really enjoyable to use, and I've at least done better than I usually do, haha. (For reference, the team is currently actually legal for National Dex UU, although I've been using it in OU anyway because I can never seem to find battles on the Nexus server that hosts UU. That's not necessarily something that's super important to maintain and isn't "the point" of the team - I'm definitely open to recommendations that are from OU as well - but it kinda goes to show where my priorities have been so far...)
That said, the reason I'm posting it for feedback is not because I expect to be able to make it to the top of the ladder or anything - it's still mostly a "for fun" team rather than a "for glory" one - but I still definitely think that a) I can learn a lot more from it and b) I can make better use of it these Pokémon than I have been, so any feedback on them would be super valuable to me!
Also, a small note: I am absolutely terrible with defensive EV investment! Most of them are just really basic 252/252/4s, and for Mimikyu and Incineroar specifically (the two with the most "precise-looking" EVs), I sort of just toyed with their stats until I got what I thought was the most bulk possible (I think sustained damage is at its lowest when HP and the relevant defensive stat are as close as possible), with Special Defense being 50% higher than Defense since they both have ways to reduce physical damage by a third. These really don't meet any specific benchmarks, and I am super open to advice in this area especially.
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With that in mind, here is the team in its current state:
/ Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-o-Wisp
- Encore
- Recover
- Foul Play
Mimikyu @ Kee Berry
Ability: Disguise
EVs: 226 HP / 36 Def / 246 SpD
Adamant Nature
- Swords Dance
- Drain Punch
- Shadow Claw
- Shadow Sneak
Reuniclus @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Future Sight
- Focus Blast
- Shadow Ball
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 244 HP / 100 Def / 164 SpD
Impish Nature
- Knock Off
- Flare Blitz
- Parting Shot
- Will-o-Wisp
Uh... okay, so these last two are sort of the ones that I've struggled the most to use effectively - I'm not really confident that they're the right choices for this team, so I would be open to replacing them outright if anyone has any better advice.
Roserade @ Life Orb
Ability: Technician
Hidden Power: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power
- Sludge Bomb
- Aromatherapy
Moltres @ Heavy-Duty Boots
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Roost
- Fire Blast
- Hurricane
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Okay, now for some general threats to this team... The biggest ones that seem to give me trouble are Greninja, Chansey and Melmetal.
And, uh, here are some replays, I guess? Some of these are older than others, and I think they're chronological, but I wasn't super organized in saving replays; sorry about that.
Last thing: here's an importable if it's more useful than the sets being split up like this!
Okay, I hope I set this up correctly! Thank you so much in advance for any help or advice you can give! C:
My main goal in making this team was mostly just to use Pokémon and sets that I thought looked fun to use, but to use them as well as I could - it's definitely not a top-tier competitive team or anything, but it's still been really enjoyable to use, and I've at least done better than I usually do, haha. (For reference, the team is currently actually legal for National Dex UU, although I've been using it in OU anyway because I can never seem to find battles on the Nexus server that hosts UU. That's not necessarily something that's super important to maintain and isn't "the point" of the team - I'm definitely open to recommendations that are from OU as well - but it kinda goes to show where my priorities have been so far...)
That said, the reason I'm posting it for feedback is not because I expect to be able to make it to the top of the ladder or anything - it's still mostly a "for fun" team rather than a "for glory" one - but I still definitely think that a) I can learn a lot more from it and b) I can make better use of it these Pokémon than I have been, so any feedback on them would be super valuable to me!
Also, a small note: I am absolutely terrible with defensive EV investment! Most of them are just really basic 252/252/4s, and for Mimikyu and Incineroar specifically (the two with the most "precise-looking" EVs), I sort of just toyed with their stats until I got what I thought was the most bulk possible (I think sustained damage is at its lowest when HP and the relevant defensive stat are as close as possible), with Special Defense being 50% higher than Defense since they both have ways to reduce physical damage by a third. These really don't meet any specific benchmarks, and I am super open to advice in this area especially.
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With that in mind, here is the team in its current state:
/ Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-o-Wisp
- Encore
- Recover
- Foul Play
Sableye is probably my favorite Pokémon on the team; it shuts down physical attackers very reliably and totally messes with setup sweepers.
When I first started out, I had a more gimmicky set with Wonder Room, which I meant to use (in conjunction with Prankster and Recover) to allow it to stall out special attackers as well. That was actually the original reason why it's biased towards physical Defense rather than using EVs to cover its weaker Special Defense at all. However, it wasn't very effective as a special wall because it was just too passive against them; I could barely keep up with healing when I had to reset Wonder Room every fifth turn, and Sableye's other moves didn't really help it to do anything back, since Will-o-Wisp and Foul Play are both only really good against physical attackers. (There were also a few cases when I actively regretted using Wonder Room, because my other Pokémon mostly had better Special Defense than Defense; if Sableye went down or if I wanted to switch because it couldn't take hits well enough, Wonder Room only made the opponents hit my other Pokémon even harder.)
And then I learned that Sableye got Encore now and immediately went for that instead, and I haven't regretted it at all! Prankster Encore is an extremely fun option to have.
In my experience, this Sableye set just completely dismantles a ton of threatening physical attackers all by itself, especially ones that rely on setup moves. After a Will-o-Wisp, pretty much nothing seems to outdamage Recover (usually, I can afford to Recover only every second turn and Foul Play between them), so I'm usually
I'm not sure if players would fall for this as often if I managed to climb very far in the ladder (I think my peak was barely over 1400, ahah), but a lot of the people I fight tend to think of Sableye as passive even against physical attackers - if I burn them, but they set up a Shell Smash or a Swords Dance on the same turn and it seems like it just cancels out, so many people will then go for a second boost thinking that I'm either going to switch or try to chip them down slowly and they have a free turn, but Foul Play just oneshots them instead. (As a minor note, Foul Play also KOs Blacephalon without fail from full HP, and in my experience, Sableye can afford to take one attack from it even after a Beast Boost if the situation gets out of hand and I don't have a safe opportunity to switch in.)
Even though I started out with a bias towards physical Defense only because of Wonder Room - I had just wanted either one of my defenses to be as high as possible and thought it wouldn't matter which - I've decided to keep that even after switching to Encore, because Sableye is pretty specifically geared towards beating physical attackers anyway. It would be nice to have another Pokémon that's more capable of handling special attackers, but Sableye's moveset works better if it takes as little as possible from physical moves, and its actual role in battle doesn't really benefit from being able to take strong Special hits, so I didn't think it was worth it to go for a more balanced spread.
Sableye is usually my go-to lead, unless it looks like it won't fare well against the majority of the opposing team or I'm really confident in what I think their lead will be, in which case I'll just go for the best matchup I can.
That said, I usually only Mega Evolve as late in the game as possible - if I've already beaten all of the non-Dark, non-Fire physical attackers - because Prankster is more useful than Magic Bounce in most situations, but I sometimes Mega Evolve sooner against stall teams (where reflecting status is always important and nothing looks physically threatening enough in the first place) or if I think it's the only way to live a hit against something that will definitely beat the rest of my Pokémon anyway. This does have the drawback that I can't generally use Magic Bounce to defend against hazard setters, which is why I eventually added Moltres to the team, but... well, I'll get to that in a bit.
When I first started out, I had a more gimmicky set with Wonder Room, which I meant to use (in conjunction with Prankster and Recover) to allow it to stall out special attackers as well. That was actually the original reason why it's biased towards physical Defense rather than using EVs to cover its weaker Special Defense at all. However, it wasn't very effective as a special wall because it was just too passive against them; I could barely keep up with healing when I had to reset Wonder Room every fifth turn, and Sableye's other moves didn't really help it to do anything back, since Will-o-Wisp and Foul Play are both only really good against physical attackers. (There were also a few cases when I actively regretted using Wonder Room, because my other Pokémon mostly had better Special Defense than Defense; if Sableye went down or if I wanted to switch because it couldn't take hits well enough, Wonder Room only made the opponents hit my other Pokémon even harder.)
And then I learned that Sableye got Encore now and immediately went for that instead, and I haven't regretted it at all! Prankster Encore is an extremely fun option to have.
In my experience, this Sableye set just completely dismantles a ton of threatening physical attackers all by itself, especially ones that rely on setup moves. After a Will-o-Wisp, pretty much nothing seems to outdamage Recover (usually, I can afford to Recover only every second turn and Foul Play between them), so I'm usually
I'm not sure if players would fall for this as often if I managed to climb very far in the ladder (I think my peak was barely over 1400, ahah), but a lot of the people I fight tend to think of Sableye as passive even against physical attackers - if I burn them, but they set up a Shell Smash or a Swords Dance on the same turn and it seems like it just cancels out, so many people will then go for a second boost thinking that I'm either going to switch or try to chip them down slowly and they have a free turn, but Foul Play just oneshots them instead. (As a minor note, Foul Play also KOs Blacephalon without fail from full HP, and in my experience, Sableye can afford to take one attack from it even after a Beast Boost if the situation gets out of hand and I don't have a safe opportunity to switch in.)
Even though I started out with a bias towards physical Defense only because of Wonder Room - I had just wanted either one of my defenses to be as high as possible and thought it wouldn't matter which - I've decided to keep that even after switching to Encore, because Sableye is pretty specifically geared towards beating physical attackers anyway. It would be nice to have another Pokémon that's more capable of handling special attackers, but Sableye's moveset works better if it takes as little as possible from physical moves, and its actual role in battle doesn't really benefit from being able to take strong Special hits, so I didn't think it was worth it to go for a more balanced spread.
Sableye is usually my go-to lead, unless it looks like it won't fare well against the majority of the opposing team or I'm really confident in what I think their lead will be, in which case I'll just go for the best matchup I can.
That said, I usually only Mega Evolve as late in the game as possible - if I've already beaten all of the non-Dark, non-Fire physical attackers - because Prankster is more useful than Magic Bounce in most situations, but I sometimes Mega Evolve sooner against stall teams (where reflecting status is always important and nothing looks physically threatening enough in the first place) or if I think it's the only way to live a hit against something that will definitely beat the rest of my Pokémon anyway. This does have the drawback that I can't generally use Magic Bounce to defend against hazard setters, which is why I eventually added Moltres to the team, but... well, I'll get to that in a bit.
Mimikyu @ Kee Berry
Ability: Disguise
EVs: 226 HP / 36 Def / 246 SpD
Adamant Nature
- Swords Dance
- Drain Punch
- Shadow Claw
- Shadow Sneak
This is... uh... not a standard Mimikyu, as you can see. It's definitely not that great at the things Mimikyu is normally supposed to do and not the most consistent of sets, and I haven't totally ruled out just giving up and using a more normal sweeping set, but in the edge cases when this actually works, it's really fun to use, which is why I've stuck with it so long, haha.
I initially just came up with this set because I noticed that Mimikyu got Drain Punch and knew that that would make for perfect neutral coverage with a Ghost STAB, and since Mimikyu can already boost its Attack essentially for free a single time (aside from when facing Melmetal, that is), I thought that would be able to compensate well enough for a lack of investment there (in theory, a +2 Mimikyu with no Attack investment is roughly equivalent to something unboosted but fully invested with about base 166?). The Kee Berry is also set off for free if I'm facing a physical attacker when Disguise is still up, so that can help a bit in taking hits.
The problem, of course, is that both Drain Punch and Shadow Claw are very low in power, so that doesn't actually amount to enough damage to carry it (aside from occasionally cleaning Ghost-weak sweepers); I often have trouble making effective use of it with only one boost, and it's very hard to secure more than one. A lot of people also send in Steel-types to face Mimikyu, and I expected Drain Punch as surprise coverage to be useful against them, but since Steel-types in general are also quite bulky, I lose the damage race against most of them anyway.
If anyone has tips for EV investment on this, that would be a huge help - are there any notable Attack or Speed benchmarks I should be hitting even if I want to dedicate most of my EVs to bulk? This is something that I'd like to see work if it's possible, so any advice to improve on this concept would be greatly appreciated!
Or if this set seems like a total lost cause, that's fair, too - I've used more standard Mimikyu in the past and can definitely adjust (or use a different team member if Mimikyu seems like a bad fit otherwise).
I initially just came up with this set because I noticed that Mimikyu got Drain Punch and knew that that would make for perfect neutral coverage with a Ghost STAB, and since Mimikyu can already boost its Attack essentially for free a single time (aside from when facing Melmetal, that is), I thought that would be able to compensate well enough for a lack of investment there (in theory, a +2 Mimikyu with no Attack investment is roughly equivalent to something unboosted but fully invested with about base 166?). The Kee Berry is also set off for free if I'm facing a physical attacker when Disguise is still up, so that can help a bit in taking hits.
The problem, of course, is that both Drain Punch and Shadow Claw are very low in power, so that doesn't actually amount to enough damage to carry it (aside from occasionally cleaning Ghost-weak sweepers); I often have trouble making effective use of it with only one boost, and it's very hard to secure more than one. A lot of people also send in Steel-types to face Mimikyu, and I expected Drain Punch as surprise coverage to be useful against them, but since Steel-types in general are also quite bulky, I lose the damage race against most of them anyway.
If anyone has tips for EV investment on this, that would be a huge help - are there any notable Attack or Speed benchmarks I should be hitting even if I want to dedicate most of my EVs to bulk? This is something that I'd like to see work if it's possible, so any advice to improve on this concept would be greatly appreciated!
Or if this set seems like a total lost cause, that's fair, too - I've used more standard Mimikyu in the past and can definitely adjust (or use a different team member if Mimikyu seems like a bad fit otherwise).
Reuniclus @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Future Sight
- Focus Blast
- Shadow Ball
This is a set I picked up directly from a thread on National Dex and not my own creation, but it just looked incredibly fun to use, and it totally has been.
I've found this to be the single most consistent source of damage on the team, and Regenerator is a huge plus that makes it easier to capitalize on Future Sight - there are plenty of cases when I'm able to restore HP, switch to something that resists an incoming move and still do major damage with Future Sight all in the same turn.
Aside from that, it's also pretty common that I use Future Sight and then need to switch out right away because something else is threatening Reuniclus, and I actually really like that Future Sight is on a delay for this reason - if people switch in their Reuniclus counters as soon as they see it, that's probably not the Pokémon I want Future Sight to be hitting anyway, so being able to switch to something else and force that threat out can make Future Sight more reliable. If the opponent specifically has a Dark-type, I can also expect them to send it in on the turn that Future Sight hits and can plan accordingly.
I most often find myself switching from Reuniclus to Incineroar - Reuniclus is obviously bulkier on the special side, while Incineroar has Intimidate, resists Ghost and Dark and is able to threaten Bug-types offensively, so it's almost always a safe switch-in if Reuniclus is in danger.
I've found this to be the single most consistent source of damage on the team, and Regenerator is a huge plus that makes it easier to capitalize on Future Sight - there are plenty of cases when I'm able to restore HP, switch to something that resists an incoming move and still do major damage with Future Sight all in the same turn.
Aside from that, it's also pretty common that I use Future Sight and then need to switch out right away because something else is threatening Reuniclus, and I actually really like that Future Sight is on a delay for this reason - if people switch in their Reuniclus counters as soon as they see it, that's probably not the Pokémon I want Future Sight to be hitting anyway, so being able to switch to something else and force that threat out can make Future Sight more reliable. If the opponent specifically has a Dark-type, I can also expect them to send it in on the turn that Future Sight hits and can plan accordingly.
I most often find myself switching from Reuniclus to Incineroar - Reuniclus is obviously bulkier on the special side, while Incineroar has Intimidate, resists Ghost and Dark and is able to threaten Bug-types offensively, so it's almost always a safe switch-in if Reuniclus is in danger.
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 244 HP / 100 Def / 164 SpD
Impish Nature
- Knock Off
- Flare Blitz
- Parting Shot
- Will-o-Wisp
Here's the Incineroar in question! Like I explained above, I really love the way that it pairs with Reuniclus; speaking more broadly, the combination of Intimidate and a slow Parting Shot can frequently help to get the rest of the team in more safely.
I actually adjusted the set pretty recently - I was initially using it with U-turn and Earthquake instead of Parting Shot and Will-o-Wisp - and I'm sort of torn on which option is better. I haven't really found myself using Will-o-Wisp at all - it might be useful in the incredibly specific scenario that I run into a Dark-type physical sweeper before I want to Mega Evolve Sableye, but Sableye is the more reliable user in the vast majority of cases (and I can't really think of any problematic Dark-type physical sweepers that aren't frail and weak to Fire, so if I'm getting in a move at all, I would probably just rather Flare Blitz them). I also sort of miss using U-turn to punish Dark-type switch-ins on the turn of Future Sight; since it's hard to use Mimikyu safely early on and Focus Blast is easy to miss, it was probably the best anti-Dark measure I had, and it definitely augmented the synergy between Incineroar and Reuniclus.
Another thing holding it back... like I mentioned, it ends up switching in really often in a match, whether to hinder a physical threat with Intimidate or to take a hit for Reuniclus, and it has no recovery to keep from being worn down. I tried letting it hold Leftovers to compensate, but it quickly became apparent that the damage healed by the Leftovers is less than the damage prevented by Heavy Duty Boots, so it wasn't at all worth it.
(Just by writing all of this out, I almost wonder if I should try Drain Punch or Leech Life in that slot over Will-o-Wisp - I can keep Parting Shot as my pivoting move but get some Dark coverage and healing on the side?)
As I was gathering replays for this, I also found that Earthquake was serving me pretty well in most of the wins - maybe I should just go back to the previous set!
I actually adjusted the set pretty recently - I was initially using it with U-turn and Earthquake instead of Parting Shot and Will-o-Wisp - and I'm sort of torn on which option is better. I haven't really found myself using Will-o-Wisp at all - it might be useful in the incredibly specific scenario that I run into a Dark-type physical sweeper before I want to Mega Evolve Sableye, but Sableye is the more reliable user in the vast majority of cases (and I can't really think of any problematic Dark-type physical sweepers that aren't frail and weak to Fire, so if I'm getting in a move at all, I would probably just rather Flare Blitz them). I also sort of miss using U-turn to punish Dark-type switch-ins on the turn of Future Sight; since it's hard to use Mimikyu safely early on and Focus Blast is easy to miss, it was probably the best anti-Dark measure I had, and it definitely augmented the synergy between Incineroar and Reuniclus.
Another thing holding it back... like I mentioned, it ends up switching in really often in a match, whether to hinder a physical threat with Intimidate or to take a hit for Reuniclus, and it has no recovery to keep from being worn down. I tried letting it hold Leftovers to compensate, but it quickly became apparent that the damage healed by the Leftovers is less than the damage prevented by Heavy Duty Boots, so it wasn't at all worth it.
(Just by writing all of this out, I almost wonder if I should try Drain Punch or Leech Life in that slot over Will-o-Wisp - I can keep Parting Shot as my pivoting move but get some Dark coverage and healing on the side?)
As I was gathering replays for this, I also found that Earthquake was serving me pretty well in most of the wins - maybe I should just go back to the previous set!
Uh... okay, so these last two are sort of the ones that I've struggled the most to use effectively - I'm not really confident that they're the right choices for this team, so I would be open to replacing them outright if anyone has any better advice.
Roserade @ Life Orb
Ability: Technician
Hidden Power: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power
- Sludge Bomb
- Aromatherapy
When I first chose a Pokémon for this slot, I was sort of just looking for a "late-game cleaner" if I just needed something reliable and fast - you'll notice that it's, uh, the only member of the team that maxes out its Speed (or even comes close to it). One of the reasons I picked Roserade in particular was because it could also run Aromatherapy alongside its main attacks, and status seemed like it would be a problem for my team... and it is nice to have that! But honestly, at this point, I think I've been using Roserade for Aromatherapy more than I've actually been using it to clean up, so it might be better to have a more dedicated cleric that's better at that role instead?
Alternatively, if I do keep Roserade for this role, I'm debating whether running a Choice Scarf might be a good idea - if the goal is to pick off weakened Pokémon rather than to sweep from the start, I think the biggest thing holding Roserade back is that it's not fast enough to revenge anything that's actually a threat. I'm not sure if that would mean dropping Aromatherapy or if having a fast Aromatherapy is justifiable even knowing that I'll have to switch back out right afterwards.
An earlier version of the set had Toxic Spikes instead of Sludge Bomb, so that's also an option - I don't know if I've used Sludge Bomb enough to be able to compare the two fairly. I did find that it was helpful to put a timer on sweepers, so I might prefer to go back? Stall teams usually get rid of them easily with Toxapex, but Poison-types are rarer on offensive teams, and it's not like Sludge Bomb is helping much with Poison-types or Steel-types. I think the only reason I got rid of Toxic Spikes was because it conflicted with Defog after I added Moltres, which is the last one I have to discuss.
Alternatively, if I do keep Roserade for this role, I'm debating whether running a Choice Scarf might be a good idea - if the goal is to pick off weakened Pokémon rather than to sweep from the start, I think the biggest thing holding Roserade back is that it's not fast enough to revenge anything that's actually a threat. I'm not sure if that would mean dropping Aromatherapy or if having a fast Aromatherapy is justifiable even knowing that I'll have to switch back out right afterwards.
An earlier version of the set had Toxic Spikes instead of Sludge Bomb, so that's also an option - I don't know if I've used Sludge Bomb enough to be able to compare the two fairly. I did find that it was helpful to put a timer on sweepers, so I might prefer to go back? Stall teams usually get rid of them easily with Toxapex, but Poison-types are rarer on offensive teams, and it's not like Sludge Bomb is helping much with Poison-types or Steel-types. I think the only reason I got rid of Toxic Spikes was because it conflicted with Defog after I added Moltres, which is the last one I have to discuss.
Moltres @ Heavy-Duty Boots
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Roost
- Fire Blast
- Hurricane
This is the most recent addition to the team, and I'm not really sure if I'm using it well. I initially added this because I was trying out Leftovers on Incineroar (the Pokémon in this slot before this was a Hatterene, which I love and enjoy using but which doesn't really add anything to this specific team) and wanted a defogger to get rid of hazards, but honestly, since switching back to Heavy Duty Boots, I'm... not totally convinced that the rest of my team even cares about hazards? Everyone but Incineroar already has some way to recover HP, and I (theoretically) have both a Toxic Spikes absorber and a cleric (although consolidating them into the same Pokémon and that Pokémon being a fast, frail attacker is a bit of a risk, so maybe Roserade and Moltres aren't really in competition with one another).
That said, the other nice thing about Moltres is that it has the most immediate damage output of the team - its Fire Blast and Hurricane both hit almost as hard as Reuniclus's Future Sight without any delay, and I have appreciated having this in a few cases. Defog also helps to mitigate the accuracy issues a little, which is nice. Being able to hit as hard as it does while also taking hits and having Roost, it's never felt like dead weight or anything! Still, I think this and Roserade are the two team members that I think do the least to support the team as it is, and I would be interested in exploring other options that might be better fits for the rest.
That said, the other nice thing about Moltres is that it has the most immediate damage output of the team - its Fire Blast and Hurricane both hit almost as hard as Reuniclus's Future Sight without any delay, and I have appreciated having this in a few cases. Defog also helps to mitigate the accuracy issues a little, which is nice. Being able to hit as hard as it does while also taking hits and having Roost, it's never felt like dead weight or anything! Still, I think this and Roserade are the two team members that I think do the least to support the team as it is, and I would be interested in exploring other options that might be better fits for the rest.
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Okay, now for some general threats to this team... The biggest ones that seem to give me trouble are Greninja, Chansey and Melmetal.
I can at least handle Melmetal somewhat reliably, but being able to beat it is contingent on both Sableye and Incineroar being alive - Sableye needs to burn it before I do anything else, but even after that, Intimidate plus a Steel resist is really the only way I can handle Double Iron Bash. The fact that Melmetal are generally Banded is sort of the only thing stopping me from being swept, considering their insane coverage and damage output. And they obviously destroy Mimikyu, and Roserade has very little to hit them back before also going down... It would be nice to have something that can help it more reliably, at least as a backup plan if Sableye or Incineroar is too heavily damaged or already down by the time it shows up?
Ash-Greninja has been more of a problem than Protean Greninja (I think most of the Protean ones I've faced were Choiced, which made it easier to play around them?), but both of them are probably the biggest threat to the team. They're special attackers, so Sableye can barely take a hit and Intimidate doesn't help; they're Dark-type, so Prankster doesn't work (not that a burn or Encore would help much anyway), Future Sight doesn't put a timer on them like most fast, frail Pokémon, and they can do way too much damage to Reuniclus; they're also Water-type, which makes it easy for them to beat Incineroar and Moltres; Ash-Greninja in particular runs Water Shuriken, so they can bypass both Disguise and Shadow Sneak, while Protean ones only really need a single Dark Pulse flinch to beat Mimikyu; and they even usually run Ice Beam, which easily beats Roserade. It's like my team is tailor made to lose to Greninja, ahah - I've occasionally managed to pull through and beat them somehow, but it's always an unreliable, improvised strategy, and it consistently does a number on my team.
Volcarona is another threatening special attacker; usually, beating it comes down to using Moltres well enough, but they usually get to set up at least once when I switch to it, a lot of them take several hits to go down, and spamming Hurricane too many times is pretty unreliable, so it's pretty hard to beat.
Chansey is just hard for my team to break in general - I usually need Incineroar to Knock Off Eviolite before anything else gets done, and then... in theory, since Mimikyu can't be touched outside of Toxic, I can try setting up and using Drain Punch and then just using Aromatherapy later. In practice, though, it just never seems to go that way. The fact that Mimikyu needs to set up every time it enters just gives Chansey a free opportunity to use Toxic and leave, and that hurts my momentum way more than it hurts the other player's. My best way to deal with these is by Mega Evolving Sableye and stalling them out, but the cost of doing that before I've taken care of any physical attackers very often loses me the game anyway, so it's hard to get into a position to do even that much safely.
Ash-Greninja has been more of a problem than Protean Greninja (I think most of the Protean ones I've faced were Choiced, which made it easier to play around them?), but both of them are probably the biggest threat to the team. They're special attackers, so Sableye can barely take a hit and Intimidate doesn't help; they're Dark-type, so Prankster doesn't work (not that a burn or Encore would help much anyway), Future Sight doesn't put a timer on them like most fast, frail Pokémon, and they can do way too much damage to Reuniclus; they're also Water-type, which makes it easy for them to beat Incineroar and Moltres; Ash-Greninja in particular runs Water Shuriken, so they can bypass both Disguise and Shadow Sneak, while Protean ones only really need a single Dark Pulse flinch to beat Mimikyu; and they even usually run Ice Beam, which easily beats Roserade. It's like my team is tailor made to lose to Greninja, ahah - I've occasionally managed to pull through and beat them somehow, but it's always an unreliable, improvised strategy, and it consistently does a number on my team.
Volcarona is another threatening special attacker; usually, beating it comes down to using Moltres well enough, but they usually get to set up at least once when I switch to it, a lot of them take several hits to go down, and spamming Hurricane too many times is pretty unreliable, so it's pretty hard to beat.
Chansey is just hard for my team to break in general - I usually need Incineroar to Knock Off Eviolite before anything else gets done, and then... in theory, since Mimikyu can't be touched outside of Toxic, I can try setting up and using Drain Punch and then just using Aromatherapy later. In practice, though, it just never seems to go that way. The fact that Mimikyu needs to set up every time it enters just gives Chansey a free opportunity to use Toxic and leave, and that hurts my momentum way more than it hurts the other player's. My best way to deal with these is by Mega Evolving Sableye and stalling them out, but the cost of doing that before I've taken care of any physical attackers very often loses me the game anyway, so it's hard to get into a position to do even that much safely.
And, uh, here are some replays, I guess? Some of these are older than others, and I think they're chronological, but I wasn't super organized in saving replays; sorry about that.
Some favorable examples of the team:
This is a good one for Mimikyu
Another good Mimikyu one
Narrowly winning against a threatening rain team
This one highlights Sableye pretty well
This mostly went quite badly but I sort of came through (actually it was a forfeit and I'm not confident that I would have won if we continued but I will take it)
Here's one where Reuniclus was the MVP
The team generally working well together (1404 might've been my peak actually haha)
A fun, close battle
This wasn't a proper battle at all, but I thought it was funny
More of the team working pretty well together
I think the only reason I won this was the lucky Rock Slide miss but I will post it anyway
And some losses:
A loss that has nothing to do with Chansey! This was actually super fun and close (includes Volcarona, but not actually very prominently)
Another non-Chansey loss!
Chansey beating me
A clear demonstration of how easily Ash-Greninja destroys me
Losing to a team with Volcarona (I also used to be a lot worse at dealing with Mega Blastoise than I am after adding Encore, although I don't think that was as relevant here)
Chansey beating me again
I think I played this one badly in general, but I came kinda close in the end?
I played very badly and... Chansey beat me again
yes they're all named after tenuously related Specter of Torment characters
This is a good one for Mimikyu
Another good Mimikyu one
Narrowly winning against a threatening rain team
This one highlights Sableye pretty well
This mostly went quite badly but I sort of came through (actually it was a forfeit and I'm not confident that I would have won if we continued but I will take it)
Here's one where Reuniclus was the MVP
The team generally working well together (1404 might've been my peak actually haha)
A fun, close battle
This wasn't a proper battle at all, but I thought it was funny
More of the team working pretty well together
I think the only reason I won this was the lucky Rock Slide miss but I will post it anyway
And some losses:
A loss that has nothing to do with Chansey! This was actually super fun and close (includes Volcarona, but not actually very prominently)
Another non-Chansey loss!
Chansey beating me
A clear demonstration of how easily Ash-Greninja destroys me
Losing to a team with Volcarona (I also used to be a lot worse at dealing with Mega Blastoise than I am after adding Encore, although I don't think that was as relevant here)
Chansey beating me again
I think I played this one badly in general, but I came kinda close in the end?
I played very badly and... Chansey beat me again
yes they're all named after tenuously related Specter of Torment characters
Last thing: here's an importable if it's more useful than the sets being split up like this!
Okay, I hope I set this up correctly! Thank you so much in advance for any help or advice you can give! C: