It's been several years since i've made a team, so please don't be too harsh :D
Accelgor @ Choice Scarf
Sticky Hold
252 HP / 4 Att / 252 Speed
Jolly Nature
Final Gambit
U-Turn
Spikes
Yawn (never use it, do what you want with it ;) )
Final gambit anything and everything it sees, except ghost types. U-turn on ghost types, switch to mega-Lopunny. Mega Sableye pops up everywhere, and fake out + high jump kick ruins it. Gengar is taken by return, haven't seen any other ghost leads, but I expect Lopunny would be able to stand up to them.
When final gambit doesn't finish them, send out jolteon if they are on low health, volt switch to finish them, and go to Lopunny (essentially as a lead for a 5v5 game) for cheap fake out damage. For those with loads of health, (Chansey and Blissey basically), Lopunny's high jump kick takes care of them. Choice Scarf allows me to go before mega Alakazam, Aerodactyl, Beedrill and Sceptile. Keep using final gambit on Ninjask, either he or the baton pass target will get hit hard. Accelgor must really hate me by now with all the fainting, but I love him so it's all good.
Lopunny @ Lopunnite
Klutz ----> Scrappy (mega ability)
252 Att / 4 Def / 252 Speed
Adamant Nature
Fake Out
Return
High Jump Kick
Substitute
Maximum fake out damage. Substitute is so far working well for me, stopping those passive walls which can be a pain, haven't tried power-up punch yet but I find either Lopunny finishes the job without boosts, or gets no way near and has to switch, so I don't see too much usage in it.
Jolteon @ Choice Specs
Volt Absorb (upon writing this I see for the first time he has quick feet, but I don't find it's the speed that makes Jolteon vulnerable, as much as the lack of raw damage enabling him to finish them off before they hit back hard. Switching into electric type moves heading towards Cloyster / thunder wave helps with the surviveability too, which is useful when he is worn down so easily by entry hazards).
4 HP / 252 SpA / 252 Speed
Modest Nature
Volt Switch
Shadow Ball
Thunderbolt
Signal Beam
Maximum volt switch damage so i can offload a lot of damage onto the tanks with lots of resistances. Works especially nicely when switching into ferrothorn with iron barbs + rocky helmet. Thunderbolt is a nice late game STAB sweep when all the ground types have been removed (people keep sending their grounds in first and second, which often die to final gambit/fake out (first poke) and lopunny goes down taking as much on the second poke, with dusknoir / cloyster priority killing it - cloyster especially if it is ground).
Ferrothorn @ Rocky Helmet
Iron Barbs
252 HP / 168 Def / 88 SpDef
Relaxed
Gyro Ball
Leech Seed
Stealth Rock
Protect
I was recently running this guy as an exactly equal mixed tank, i think with 8 Def and 248 SpDef. Since I find i'm switching him into attacks that make contact so often, and other physical moves, i'm wondering whether its worth going all the way and making him purely a physically defensive pokemon?
His weakness to fighting is nicely covered by Dusknoir, but fire of course is a big problem. Originally I was running Rapidash to pull of a flash fire enabled STAB flare blitz sweep, but he just didn't have the attack power to be useful. Was tempted to run mega Houndoom but settled for Lopunny instead - leaving a gaping fire weakness here.
Dusknoir Leftovers
Pressure
252 Att / 4 Def / 252 SpDef
Brave
Shadow Sneak
Sucker Punch
Will-O-Wisp
Pain Split
The lack of HP makes pain split an absolute killer I find. Will-O-Wisp helps shut down those physical sweepers that have the raw power to hurt Dusknoir, and typing to finish Ferrothorn. Again I was using a more mixed defensive approach but have moved to this, as I feel it is overall more reliable, and as a result have noticed that said physical sweepers can be quite damaging. The high attack with priority moves takes a lot of things by surprise, notably Gengar (if he's not already out - kudos to Lopunny) and sucker-punch against Talonflame.
Cloyster Focus sash
Skill Link
252 Att / 4 SpDef / 252 Speed
Jolly
Icicle Spear
Shell Smash
Rock Blast
Ice Shard
Reliable sweep that takes substitute users especially by surprise. He's fairly potent against the dragons out there that resist Jolteon's volt switch and aren't too bothered about what comes after Lopunny's Fake Out. Ice Shard especially takes them by surprise. I switch him into Gliscor and other ground pokemon that Jolteon's lured in, and once a shell smash has been pulled off, it's often gg :P
Steel pokemon obviously resist both icicle spear and rock blast, but they often take over 50% damage from a boosted icicle spear on the switch in, leaving them vulnerable to Jolteon's volt switch, if not cloyster himself (switching to Ferrothorn to nicely soak up the bullet punch coming from Scizor).
Weaknesses:
This team has a real problem with Sticky Web, relying on fake out spam and priority moves. Other entry hazards are also fairly wearing with all the fake out and volt switch switching, so a rapid spin / defog user is sorely missed at times.
It's not too difficult to set up a slow sweeper on Ferrothorn either, or occasionally a mid game baton pass. Cloyster shell smashing with a focus sash to take the first hit often does the job, but if entry hazards are out, I have to rely on priority moves, which often don't pack enough raw damage.
Any and all suggestions are welcome, but Accelgor is a must, and preferably no legendaries.
Thanks!
Accelgor @ Choice Scarf
Sticky Hold
252 HP / 4 Att / 252 Speed
Jolly Nature
Final Gambit
U-Turn
Spikes
Yawn (never use it, do what you want with it ;) )
Final gambit anything and everything it sees, except ghost types. U-turn on ghost types, switch to mega-Lopunny. Mega Sableye pops up everywhere, and fake out + high jump kick ruins it. Gengar is taken by return, haven't seen any other ghost leads, but I expect Lopunny would be able to stand up to them.
When final gambit doesn't finish them, send out jolteon if they are on low health, volt switch to finish them, and go to Lopunny (essentially as a lead for a 5v5 game) for cheap fake out damage. For those with loads of health, (Chansey and Blissey basically), Lopunny's high jump kick takes care of them. Choice Scarf allows me to go before mega Alakazam, Aerodactyl, Beedrill and Sceptile. Keep using final gambit on Ninjask, either he or the baton pass target will get hit hard. Accelgor must really hate me by now with all the fainting, but I love him so it's all good.
Lopunny @ Lopunnite
Klutz ----> Scrappy (mega ability)
252 Att / 4 Def / 252 Speed
Adamant Nature
Fake Out
Return
High Jump Kick
Substitute
Maximum fake out damage. Substitute is so far working well for me, stopping those passive walls which can be a pain, haven't tried power-up punch yet but I find either Lopunny finishes the job without boosts, or gets no way near and has to switch, so I don't see too much usage in it.
Jolteon @ Choice Specs
Volt Absorb (upon writing this I see for the first time he has quick feet, but I don't find it's the speed that makes Jolteon vulnerable, as much as the lack of raw damage enabling him to finish them off before they hit back hard. Switching into electric type moves heading towards Cloyster / thunder wave helps with the surviveability too, which is useful when he is worn down so easily by entry hazards).
4 HP / 252 SpA / 252 Speed
Modest Nature
Volt Switch
Shadow Ball
Thunderbolt
Signal Beam
Maximum volt switch damage so i can offload a lot of damage onto the tanks with lots of resistances. Works especially nicely when switching into ferrothorn with iron barbs + rocky helmet. Thunderbolt is a nice late game STAB sweep when all the ground types have been removed (people keep sending their grounds in first and second, which often die to final gambit/fake out (first poke) and lopunny goes down taking as much on the second poke, with dusknoir / cloyster priority killing it - cloyster especially if it is ground).
Ferrothorn @ Rocky Helmet
Iron Barbs
252 HP / 168 Def / 88 SpDef
Relaxed
Gyro Ball
Leech Seed
Stealth Rock
Protect
I was recently running this guy as an exactly equal mixed tank, i think with 8 Def and 248 SpDef. Since I find i'm switching him into attacks that make contact so often, and other physical moves, i'm wondering whether its worth going all the way and making him purely a physically defensive pokemon?
His weakness to fighting is nicely covered by Dusknoir, but fire of course is a big problem. Originally I was running Rapidash to pull of a flash fire enabled STAB flare blitz sweep, but he just didn't have the attack power to be useful. Was tempted to run mega Houndoom but settled for Lopunny instead - leaving a gaping fire weakness here.
Dusknoir Leftovers
Pressure
252 Att / 4 Def / 252 SpDef
Brave
Shadow Sneak
Sucker Punch
Will-O-Wisp
Pain Split
The lack of HP makes pain split an absolute killer I find. Will-O-Wisp helps shut down those physical sweepers that have the raw power to hurt Dusknoir, and typing to finish Ferrothorn. Again I was using a more mixed defensive approach but have moved to this, as I feel it is overall more reliable, and as a result have noticed that said physical sweepers can be quite damaging. The high attack with priority moves takes a lot of things by surprise, notably Gengar (if he's not already out - kudos to Lopunny) and sucker-punch against Talonflame.
Cloyster Focus sash
Skill Link
252 Att / 4 SpDef / 252 Speed
Jolly
Icicle Spear
Shell Smash
Rock Blast
Ice Shard
Reliable sweep that takes substitute users especially by surprise. He's fairly potent against the dragons out there that resist Jolteon's volt switch and aren't too bothered about what comes after Lopunny's Fake Out. Ice Shard especially takes them by surprise. I switch him into Gliscor and other ground pokemon that Jolteon's lured in, and once a shell smash has been pulled off, it's often gg :P
Steel pokemon obviously resist both icicle spear and rock blast, but they often take over 50% damage from a boosted icicle spear on the switch in, leaving them vulnerable to Jolteon's volt switch, if not cloyster himself (switching to Ferrothorn to nicely soak up the bullet punch coming from Scizor).
Weaknesses:
This team has a real problem with Sticky Web, relying on fake out spam and priority moves. Other entry hazards are also fairly wearing with all the fake out and volt switch switching, so a rapid spin / defog user is sorely missed at times.
It's not too difficult to set up a slow sweeper on Ferrothorn either, or occasionally a mid game baton pass. Cloyster shell smashing with a focus sash to take the first hit often does the job, but if entry hazards are out, I have to rely on priority moves, which often don't pack enough raw damage.
Any and all suggestions are welcome, but Accelgor is a must, and preferably no legendaries.
Thanks!
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