A team based around Snorlax

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Snorlax @ Leftovers
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Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SpA)
- Rest
- Stockpile
- Belly Drum
- Last Resort

I refuse to change this set, if it can set it up without any problems, victory is in grasp. If you think Careful nature or a different EV spread would work better, please mention so. The current EV spread and nature allow max HP and about equal defences. The setup is simple, Stockpile, Rest off the damage, Belly Drum after waking up, and after possibly using Rest again, destroy everything with STAB Last Resort. With Rest in mind, I wonder if a Chesto Berry would work well in this situation?

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Infernape @ Focus Sash
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Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature (+Spe, -SpD)
- Stealth Rock
- Taunt
- Close Combat
- Overheat

With Snorlax in mind, the best way to get rid of everything that opposes it is to switch them in and out and make them take damage from Stealth Rock and this is why I have my lead Infernape for. Max Speed is necessary and with Overheat being the only special attack, investing EVs in Special Attack is not that necessary (on top of the fact that there's the boost from the Blaze ability) thus, Attack is maximized. Close Combat is the obvious main STAB while Taunt is there to stop enemy tanks. After Stealth Rock is set up, Infernape doesn't mind getting a choice item.

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Ferrothorn @ Leftovers
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Ability: Iron Barbs
EVs: 252 HP / 16 Def / 240 SpD
IVs: 0 Spe
Relaxed Nature (+Def, -Spe)
- Leech Seed
- Spikes
- Protect
- Gyro Ball

A typical Ferrothorn set. Since Infernape sets up Stealth Rock, Ferrothorn sets up Spikes. Leftovers are used to heal HP, Leech Seed heals some more while Protect adds to the healing, and Gyro Ball is for offence. The EV spread and nature minimize Speed to make Gyro Ball as strong as possible, give Ferrothorn max HP, and mix defences. There's not much to comment about here however I am considering running max HP and max Special Defence and using Curse over Protect. There's not much else to say about Ferrothorn except it sets up Spikes and Leech Seed to drain my foe of their HP even more.

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Dragonite @ Leftovers
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Ability: Multiscale
EVs: 252 HP / 188 Def / 68 SpD
Careful Nature (+SpD, -SpA)
- Dragon Tail
- Substitute
- Thunder Wave
- Roost

With a bunch of entry hazards, it's best to rack up damage by shuffling them around and who better than Dragonite. Like Ferrothorn, the nature and EVs maximize HP and even out Defence and Special Defence. The Multiscale ability works as long as Dragonite is at max HP thus Substitute is used to prevent status problems (burn and poison in particular). Roost and Leftovers are obvious options as they heal Dragonite, reactivating Multiscale and at some points make its Substitute even harder to break. Thunder Wave is used to paralyze the foe which is useful as it can grant a free turn. Lastly, Dragon Tail is a STAB move that causes the foe to switch out which is why Dragonite is being used.

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Dusclops @ Eviolite
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Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature (+SpD, -SpA)
- Night Shade
- Pain Split
- Will-O-Wisp
- Disable

A typical Dusclops set and I use it to block the foe's Rapid Spin. Maximized HP to take hits and maximize Special Defence since Will-O-Wisp can be used to burn and cripple the foe's physical attackers. It's a standard Dusclops set, Night Shade to deal damage, Pain Split to heal off damage. I am considering switching Disable for Mean Look to trap the foe's Rapid Spin user and then finish them off but I don't know if it's worth it or not.

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Starmie @ Life Orb
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Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

With Dragonite and Infernape in mind, I need a Rapid Spin user and Starmie comes to mind. On top of that, it's quite powerful thus max Speed and Special Attack are used. Hydro Pump is a powerful STAB while Thunderbolt and Ice Beam provide coverage. Like Infernape, it doesn't mind receiving a choice item. I do consider running Recover as it could be used to heal off the damage that Life Orb causes (which is the cost for a little boost of power) but it doesn't seem like it's worth it in this situation. Any recommendations for other moves are also appreciated.
 
Dude, Salamence or Haxorus can rip your team apart if they can pull off a DD, because Starmie wont be able to revenge an outraging Dragon.

Perhaps consider forgoing your spinblocker and using something like Weavile or Mamoswine to cover up your Dragon weakness, it also helps you handle the likes of Thundurus.

Also: Why does this have a Dream World tag?
 
I'll second the DW tag questioning.
And I'll also Second Mamo. A LOTTT. I think Weavile's super frailty plays against this team :P
 
Now that you mention it, I think I'll give Mamoswine a shot. That said, I still like having a spinblocker. What's your opinion on me forgoing Infernape for this Mamoswine?

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Mamoswine @ Leftovers
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Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature (+Atk, -SpA)
- Stealth Rock
- Ice Shard
- Earthquake
- Curse / Protect / Icicle Crash / Rock Slide / Stone Edge

Also, what exactly is the purpose for the Dream World tab?
 
I know you say you refuse to change the Snorlax set, but I would go with Return or Body Slam over Last Resort, as it only has 8PP(I think).
 
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