National Dex My National Dex Balance Team

Hey! So I've been testing out this team on National Dex for a little while, and I'm trying to figure out how to improve it. Thanks for any help!

greninja.png

Greninja @ Waterium Z
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Hydro Pump
- Extrasensory
- Hidden Power [Fire]
This is my special attacker. The rest of my team is Physical-focused, so I needed someone to clear up any high-defense attackers/sweepers I come up against. Dark Pulse for Physic/Ghost types, Hydro Pump for good damage, Extrasensory in case I run into problematic Poison or Fighting types (Toxapex, Hawlucha), and Hidden Power fire to clear off Magearna and Ferrothorn, who I've run into problems with. Waterium Z acts as a nuke to take down anyone getting too dangerous, or I don't want to rely on Hydro Pump's accuracy.
infernape.png

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 252 SpA / 4 Spe
Hasty Nature
- Close Combat
- Mach Punch
- Overheat
- Fake Out
Infernape acts as my wall-breaker. I typically lead with Fake Out followed by Close Combat/Overheat. Dual Atk and SpA means that Overheat melts most opponents that don't resist, and Mach Punch cleans them up and makes him a great revenge killer. Life Orb allows that much more power to attacks and Hasty nature adds a bit more to its somewhat lacking speed. Iron Fist boost Mach Punch and makes him capable of wrecking most low health sweepers.
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Scizor-Mega @ Scizorite
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
Standard Physical Sweeper. Sets up with Swords Dance and recover damage with Roost. Technician boosts Bullet Punch, and Knock Off is a great move overall. I haven't been very happy with its performance, however. Even with 252 Def it still takes quite a bit of damage from attacks, and any surprise fire move melts him in an instant. He's slow, so roost is hard to pull off, and the high damage output isn't really enough to keep him around.
chansey.png

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Toxic
- Aromatherapy
Chansey is generally my Wall. Defenses boosted with Eviolite and with Toxic in its repertoire, it can easily outlast pokemon that the rest of my team doesn't have an answer for (Dragapult, Contrary Serperior, Mega Blastoise). Seismic Toss is used on Steel or low damage output targets, and Aromatherapy keeps away toxic and other effects from my team. Boosted defenses as much as possible, and Bold Nature adds a bit more that's lacking in physical defense. It works very well with the rest of my team.
skarmory.png

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Roost
- Whirlwind
- Spikes
- Stealth Rock
My dedicated lead. Sturdy allows for a guaranteed Stealth Rock, and any turns after I get Spikes on. Whirlwind deals with any early setups and Roost lets me recover any damage while they're switching out/in. Rocky Helmet anyone dumb enough to attack me directly, and SpD benefiting nature allows for a bit more longevity. Boosted Defenses as much as possible. Basically meant to head in, set up Stealth Rock and Spikes then Whirlwind to deal as much damage across the board as possible.
cloyster.png

Cloyster @ White Herb
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Shell Smash
- Rock Blast
- Rapid Spin
Cloyster is my standard Shell Smash White Herb physical sweeper. Naturally high defenses mean that I reliably get off my Shell Smash, and Rock Blast and Icicle Spear are boosted by my ability. Rapid spin allows me to get rid of any hazards that my opponents may have set up while I was as well. Max Attack and Speed boost some already good stats, and generally, my opponents fold under it. Adamant nature adds just a bit more to damage, and White Herb keeps defenses up.

That's my team, as good as I can explain it. Any ideas of what to replace Scizor with? I definitely want a different mega, but none seem to really fit his niche quite as well. I've noticed that the team is particularly vulnerable to Fighting Types, but can't see a clear way to solve that
 
Ok, this team is a bit weird. You have some offensive mons alongside a stall core in Skarmsey. So there's a lot of different things I can recommend for this team, and a lot of ways I could push it. I could cut the offensive mons and make a full/semi stall conversion. Or I could cut some of the suboptimal picks and load you up with a balanced/offensive team. I'd very much like to hear your thoughts on what you'd like improved, and what direction you'd want to take the team in.
Oh, and Mega Scizor is comfortably one of the top 5 megas in the format, especially once Mega Toise gets its deserved ban. It's very good, and I think the rest of your team (and the EV spread) is the issue. So let me know what you'd like me to focus on preserving.
 
I’d much rather have a balance/offensive team. Personally I love Infernape, it being my first starter, and I’ve been thrilled on how well it’s been performing. I’m not entirely sold on Skarmory, and I’d love to hear any replacements you have in mind. Cloyster is kinda a one trick, and it sucks to get hazed/clear smoged. I’m happy to have any replacements for greninja as well. What problems do you see with the EV spread? Thanks
 
Ok, so as a fellow Infernape lover, this is painful to say but... Infernape has not been OU viable since Gen 4. It was a top UU threat in the last two gens, but with the influx of borderline broken mons into Nat Dex UU this gen, I find it hard to see how Infernape would have a place there. But anyway, to understand why Infernape isn't a viable Pokemon, just open up a new team, and sort Pokemon by Speed. In the old days of Gen 4, Infernape had a speed tier all to itself. It could scrimp on Speed EVs and still be faster than most of the metagame, bar the 2-3 checks it had faster than it. Now, it speed ties with the Swords of Justice and is two speed points below Mega Gallade, the Lati twins, Mega Diancie, Mega Gross, all of which are highly important OU threats that dismantle Infernape. (Even more painful, it is one point slower than Kartana, a Pokemon it would die to be able to revenge kill). As for its offenses, 104/104 just isn't enough without a borderline broken Ability like Greninja's Protean (or Battle Bond) backing it up. In a world where Hoopa-U has 160/170 offenses, how is Infernape meant to compete? It's just not fair. Everything it wants to do, something beats it at.

Anyway, the first change I have to make sadly is dropping Infernape for Volcarona, a Pokemon Infernape wishes it could be.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Hidden Power: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Hidden Power [Ground]
Boots have been a blessing to Volc, making it very easy to splash on a team compared to last gen, when it would often need two Defoggers or more on its team. Quiver Dance allows it to set up and begin blowing holes in the opposing team. After one QD, it is faster than anything without a Scarf, after two it is faster than pretty much anything, assuming your opponent is foolish enough to let you get two off. Fire Blast is the STAB of choice, and roasts everything that doesn't resist it, eg:
+1 252 SpA Volcarona Fire Blast vs. 252 HP / 0 SpD Tornadus-Therian: 303-357 (83.7 - 98.6%) -- guaranteed OHKO after Stealth Rock
(For comparison: 252 SpA Life Orb Infernape Overheat vs. 252 HP / 0 SpD Tornadus-Therian: 259-305 (71.5 - 84.2%) -- 68.8% chance to OHKO after Stealth Rock)
Bug Buzz is the secondary STAB, and is excellent at taking out Psychic and Dark types, while doing major damage to most things that resist Fire Blast. Hidden Power Ground prevents you being hard walled by Heatran. This mon can serve as a wallbreaker early-game, or as a wincon late-game, so it offers a ton of flexibility. Just keep it away from Knock Off.

Now to fix your Mega Scizor.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- Knock Off
The easiest way to explain this is to copy-paste from the smogdex.
"248 HP, 16 Defense EVs, and an Impish nature allows Mega Scizor to avoid getting 2HKOed by Sacred Sword from Choice Band Kartana after Stealth Rock damage. The rest of the EVs are put into Special Defense to more comfortable take on Magearna, Mega Alakazam, and Tapu Lele... Scizor should immediately Mega Evolve, so forgoing Technician is completely fine because Light Metal has its situational use against Trace users like Mega Alakazam and the rare Low Kick Weavile and Greninja".
As for strategy advice, treat Mega Scizor as a wall with a sting. It should be used to keep opposing mons in check, and focus on keeping itself healthy for the lategame, which also means scouting out Fire coverage. If there's a mon in front of it a Swords Dance boosted hit would kill, then Dance away, but if possible try and keep Swords Dance hidden until the opposing team is sufficiently weakened for Mega Scizor to clean. That's something else to keep in mind: It's a cleaner, not a sweeper, so it will rarely be effective at beating a healthy team. Try and soften up the opposition before going for Bullet Punch spam. Just because it's not as immediate a threat as other Megas does not make it any less deadly.
+1 0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 112+ Def Landorus-Therian: 121-144 (31.6 - 37.6%) -- 0.2% chance to 3HKO after Leftovers recovery
+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 4 Def Alakazam-Mega: 259-306 (103.1 - 121.9%) -- guaranteed OHKO

Next, Chansey. Chansey can do surprisingly well on balance this gen, thanks to its new toy Teleport.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 12 HP / 248 Def / 248 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Teleport
- Seismic Toss
The idea here is very simple: switch into one of the many special attackers in the tier, give the opposition a lovely dose of Stealth Rock, and Teleport to bring something else in safely. Soft-Boiled keeps Chansey healthy, and Seismic Toss prevents it having to Struggle if Taunted. The EVs hit "Eviolite numbers" aka even numbers, the reason being that Eviolite boosts round down, so having an odd number in Def/SpD gives you only 1 point more bulk than the previous number, but having an even number gives you two, so it's more efficient.

Now to switch Skarm out for its superior Gen 8 cousin.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 208 Def / 48 SpD
Impish Nature
- Body Press
- U-turn
- Defog
- Roost
With Chansey handling Rocks and special attackers, Corv can play as a Defogger that walls physical threats. Corv is the best Defogger in the format thanks to its Pressure Ability that allows it PP stall hazard setters. It also makes a great pivot with U-turn and deters things setting up on it with Body Press. Roost is the final move, being mandatory on Corv for its ability to keep it healthy and even PP stall threats that beat it on paper.

I'm going to switch Cloyster out for a defensive option here, as the current team is Fire-weak and lacking a sturdy Water resist, which is nothing short of essential.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Scald
- Ice Beam
- Slack Off
Slowbro is probably one of the best walls in the current game, and another mon which has greatly benefited from buffed Teleport. It can soak up physical hits all day long before bringing in a wallbreaker. Scald is a STAB used for its burn chance. Ice Beam deters Dragons, Grasses and Lando-T. Slack Off, Leftovers and Regenerator keep Slowbro very healthy, giving it Pex-like levels of longevity.

Finally, Greninja's set. The reason I left Greninja for last is very simple: its versatile movepool allows it to fill in whatever holes the team needs dealing with.
Greninja @ Groundium Z
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dig
- Ice Beam
- Gunk Shot
- Spikes
This set is a prime example of that. Groundium Z allows Greninja to KO Toxapex with Tectonic Rage, which Volc and Scizor greatly appreciate. In general, try not to fire Tectonic Rage at the first opportunity, as an experienced opponent will be in the lookout for it. Instead, try and use Spikes whenever you think Greninja will get a free turn, as this allows it to pressure the opponent in the long run. Ice Beam and Gunk Shot are your primary attacks, since everything gets STAB. Together, they make Greninja pretty hard to deal with. Try and bring Greninja in via Teleport, as it then doesn't take any damage switching in, and keep Tectonic Rage secret for as long as you can (ie: never use Dig), as Greninja is almost impossible to deal with if you don't know its whole set (Plus Dig is bad.)
252 Atk Protean Greninja Tectonic Rage (160 BP) vs. 252 HP / 4 Def Toxapex: 290-344 (95.3 - 113.1%) -- guaranteed OHKO after Stealth Rock/1 layer of Spikes
252 Atk Protean Greninja Gunk Shot vs. 248 HP / 16 Def Tapu Fini: 276-326 (80.4 - 95%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes/3 layers of Spikes
4 SpA Protean Greninja Ice Beam vs. 252 HP / 88 SpD Tangrowth: 300-354 (74.2 - 87.6%) -- 87.5% chance to OHKO after Stealth Rock and 1 layer of Spikes/3 layers of Spikes

Threatlist:
Faster Pokemon that resist Bullet Punch: If it can't be outsped by Greninja or KOed by Bullet Punch, it's a problem. Certain scarfed Pokemon fall into this category as well.
Taunt: Taunt is a problem for many members of this team, so keep an eye out for Pokemon that may run it such as Tapu Fini.
Mega Gallade: Thanks to its absurdly strong Knock Offs, Mega Gallade is a serious issue for the entire team bar Mega Scizor, who cannot threaten it back.
Dracovish: Your team lacks a Water Absorber. Your best bet is to send in Slowbro, then immediately switch If hit by a Crunch, otherwise try and Slack Off to full if Vish isn't Banded. If it is... Good luck. You'll need it.

Hope you like these changes! Feel free to ask any questions you have. #Justice4Infernape #SinnohStartersMegaWhen #SinnohStarters4DLC
 
After testing this team out for awhile, I found that the Corviknight was not performing well. Is it possible to change it out for Rotom Wash, that way you still get defog and get some better coverage? Or would that not work with the team? It would resist Dracovish, and it can reliably deal damage. Thoughts?
 
After testing this team out for awhile, I found that the Corviknight was not performing well. Is it possible to change it out for Rotom Wash, that way you still get defog and get some better coverage? Or would that not work with the team? It would resist Dracovish, and it can reliably deal damage. Thoughts?
Unfortunately, there is no such thing as "resisting" Dracovish. You are either immune to Rend, called Slowbro or Ferrothorn, or just flat-out dead.
252+ Atk Choice Band Strong Jaw Dracovish Fishious Rend (170 BP) vs. 248 HP / 0 Def Rotom-Wash: 251-296 (82.8 - 97.6%) -- 75% chance to OHKO after Stealth Rock (So band has a high chance to KO on the switch.)
252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 248 HP / 0 Def Rotom-Wash: 168-198 (55.4 - 65.3%) -- guaranteed 2HKO after Stealth Rock (And scarf nails you twice before you move.)

I don't think Rotom-W would work on the team, as you are then stacking too many Water-types, especially for a metagame where Tangrowth is a top threat, and Ferrothorn/Kartana aren't that far behind. But from the sounds of it, you are not liking Corv because it's not doing enough damage. Corv is not meant to do damage, it's meant to clear Rocks, U-turn into its teammates, and generally soak hits. Body Press just stops it being totally passive if it needs to sit in front of a threat the rest of your team can't handle, preventing it being set up on. If a teammate can handle the mon Corv is facing, U-turning into it safely is nearly always the correct play, and Corv prevents them taking hazard damage too, if you are losing the hazard war.
Hope this helps!
 
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