I love playing in RU but I've struggled building teams with much success. I made a team that I think might be decent, but I recently found out about this section of the forum so I figured I'd see what other people have to think. All criticisms are greatly appreciated!
Team building process:
I usually just start a team off with a viable Pokémon that I want to use, and in this case it happened to be the fearsome Fletchinder! With Swords Dance and Priority Gale Wings at its disposal I figured I'd have a lot of fun using it!
The next Pokémon was kind of a no brainer for me. Fletchinder hates Stealth Rock and Fletchinder hates water moves. Blastoise can get rid of Stealth Rock, and while it can't really do much to a bulky Water-type outside of Toxicing it I felt it was still a good choice to pair with Fletchinder.
Fletchinder and Blastoise don't appreciate Electric-types very much. I originally considered Mega Steelix for this role but I ultimately decided to go with Dugtrio in order to stop the Electric-types from switching out a continuing to be a pain down the road for my team.
Fletchinder isn't a very fat Pokémon, and I didn't want to have to sacrifice Pokémon in order to give it a free switch in. A slow momentum user was necessary, and I decided to go with Eelektross because it has nice coverage, it has no weaknesses, and it helps the electric weakness that I mentioned earlier.
I wanted something that just kills something whenever it's sent in, and I decided to go with Tyrantrum. Head Smash is stupid strong and not taking recoil damage from a move that strong is very nice. Oh and it gets other moves, I guess...
The last Pokémon was kind of tricky for me to come up with. My team really doesn't have much dedicated bulk outside of Blastoise and I wanted to change that. Also my team has no hazards. I could've put Stealth Rock on Dugtrio but it's incredibly frail and I needed it to live so it can kill Electric-types, and I didn't want to stop Tyrantrum from killing things in order for it to put up Rocks. Then I looked at Roselia. It doesn't get Stealth Rock but it does get Spikes, and getting up some layers of Spikes I thought would be nice to help Fletchinder cleanup.
Team building process:
I usually just start a team off with a viable Pokémon that I want to use, and in this case it happened to be the fearsome Fletchinder! With Swords Dance and Priority Gale Wings at its disposal I figured I'd have a lot of fun using it!
The next Pokémon was kind of a no brainer for me. Fletchinder hates Stealth Rock and Fletchinder hates water moves. Blastoise can get rid of Stealth Rock, and while it can't really do much to a bulky Water-type outside of Toxicing it I felt it was still a good choice to pair with Fletchinder.
Fletchinder and Blastoise don't appreciate Electric-types very much. I originally considered Mega Steelix for this role but I ultimately decided to go with Dugtrio in order to stop the Electric-types from switching out a continuing to be a pain down the road for my team.
Fletchinder isn't a very fat Pokémon, and I didn't want to have to sacrifice Pokémon in order to give it a free switch in. A slow momentum user was necessary, and I decided to go with Eelektross because it has nice coverage, it has no weaknesses, and it helps the electric weakness that I mentioned earlier.
I wanted something that just kills something whenever it's sent in, and I decided to go with Tyrantrum. Head Smash is stupid strong and not taking recoil damage from a move that strong is very nice. Oh and it gets other moves, I guess...
The last Pokémon was kind of tricky for me to come up with. My team really doesn't have much dedicated bulk outside of Blastoise and I wanted to change that. Also my team has no hazards. I could've put Stealth Rock on Dugtrio but it's incredibly frail and I needed it to live so it can kill Electric-types, and I didn't want to stop Tyrantrum from killing things in order for it to put up Rocks. Then I looked at Roselia. It doesn't get Stealth Rock but it does get Spikes, and getting up some layers of Spikes I thought would be nice to help Fletchinder cleanup.
The Sets!
Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
Standard Fletchinder set is standard. Gale Wings so Acrobatics has priority. No item + Acrobatics because Fletchinder isn't a very brave bird and can't use Brave Bird. Swords Dance so I can set up predicting an opposing Pokémon to switch. Will-O-Wisp in case burning something is necessary. Roost so if we have to switch in with rocks on the field or by some miracle Fletchinder lives a hit I get some HP back.
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Protect
Blastoise is here to get rid of rocks and Toxic some walls. Max HP and Max Defense so Blastoise can take the hits. I made it so the Attack IV was 0 just so Blastoise takes less damage from Foul Play or if it gets confused it'll hurt itself less. Scald is there because Scald is life. Rapid Spin for hazard removal. Toxic so I'm not 100% walled by the likes of Alomomola or other Blastoise, and Protect to stall out a bit more Toxic damage and gain some Leftovers recovery.
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Memento
- Stone Edge
Dugtrio is here to trap Pokémon that threaten my team and make sure they can't do any big damage to the team. The Focus Sash is so I'm not killed by a Choice Scarfer that I need to kill. Max Speed and a Jolly nature just so other Dugtrio can't come in and kill me without risking the Speed tie. Earthquake is Dugtrio's hardest hitting move. Sucker Punch to get a quick kill on a scarfer or a Pokémon trying to hit me with priority. Stone Edge because Flying types like Fletchinder and Aerodactyl would be able to come in on Dugtrio and make me switch without it. And Memento just in case I don't think Dugtrio can kill a Pokémon and it'd be better for it to weaken it so Fletchinder can come in and set up a Swords Dance.
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flamethrower
- Giga Drain
I wanted slow momentum and Eelektross provides that. The Assault Vest is so it can take special hits better and be able to provide the slow momentum longer. Max HP to help it live hits better and Max Sp. Atk with a Modest nature to make it hit as hard as possible. 0 IVs in Attack for the same reasons as with Blastoise. Volt Switch is there for the momentum reasons. Thunderbolt just for general STAB. Flamethrower for the Grass-types. Giga Drain for the Ground-types.
Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Outrage
- Superpower
- Earthquake
As stated before, Tyrantrum hits stupid hard. So I figured I'd make it hit even harder by making it Choice Banded and Adamant Max Attack. Those Head Smash will kill just about anything that doesn't resist it. Outrage, Superpower and Earthquake are for the things that Head Smash doesn't kill.
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb
I needed hazards and I needed a good defensive partner for Blastoise, and Roselia is able to take the hits that Blastoise can't nicely. Standard defensive spread for RU Roselia, 0 IVs in Attack yet again. Spikes for the hazards my team needed. Synthesis for general longevity. Giga Drain for more longevity. Sludge Bomb is STAB and has a chance to poison something in case I can't get Blastoise to do it.
As stated before all criticisms on the team are greatly appreciated! Thank you for taking the time to help me out!
Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
Standard Fletchinder set is standard. Gale Wings so Acrobatics has priority. No item + Acrobatics because Fletchinder isn't a very brave bird and can't use Brave Bird. Swords Dance so I can set up predicting an opposing Pokémon to switch. Will-O-Wisp in case burning something is necessary. Roost so if we have to switch in with rocks on the field or by some miracle Fletchinder lives a hit I get some HP back.
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Protect
Blastoise is here to get rid of rocks and Toxic some walls. Max HP and Max Defense so Blastoise can take the hits. I made it so the Attack IV was 0 just so Blastoise takes less damage from Foul Play or if it gets confused it'll hurt itself less. Scald is there because Scald is life. Rapid Spin for hazard removal. Toxic so I'm not 100% walled by the likes of Alomomola or other Blastoise, and Protect to stall out a bit more Toxic damage and gain some Leftovers recovery.
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Memento
- Stone Edge
Dugtrio is here to trap Pokémon that threaten my team and make sure they can't do any big damage to the team. The Focus Sash is so I'm not killed by a Choice Scarfer that I need to kill. Max Speed and a Jolly nature just so other Dugtrio can't come in and kill me without risking the Speed tie. Earthquake is Dugtrio's hardest hitting move. Sucker Punch to get a quick kill on a scarfer or a Pokémon trying to hit me with priority. Stone Edge because Flying types like Fletchinder and Aerodactyl would be able to come in on Dugtrio and make me switch without it. And Memento just in case I don't think Dugtrio can kill a Pokémon and it'd be better for it to weaken it so Fletchinder can come in and set up a Swords Dance.
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flamethrower
- Giga Drain
I wanted slow momentum and Eelektross provides that. The Assault Vest is so it can take special hits better and be able to provide the slow momentum longer. Max HP to help it live hits better and Max Sp. Atk with a Modest nature to make it hit as hard as possible. 0 IVs in Attack for the same reasons as with Blastoise. Volt Switch is there for the momentum reasons. Thunderbolt just for general STAB. Flamethrower for the Grass-types. Giga Drain for the Ground-types.
Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Outrage
- Superpower
- Earthquake
As stated before, Tyrantrum hits stupid hard. So I figured I'd make it hit even harder by making it Choice Banded and Adamant Max Attack. Those Head Smash will kill just about anything that doesn't resist it. Outrage, Superpower and Earthquake are for the things that Head Smash doesn't kill.
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb
I needed hazards and I needed a good defensive partner for Blastoise, and Roselia is able to take the hits that Blastoise can't nicely. Standard defensive spread for RU Roselia, 0 IVs in Attack yet again. Spikes for the hazards my team needed. Synthesis for general longevity. Giga Drain for more longevity. Sludge Bomb is STAB and has a chance to poison something in case I can't get Blastoise to do it.
As stated before all criticisms on the team are greatly appreciated! Thank you for taking the time to help me out!
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