I'm still very new to competitive pokemon play as a whole, and I really wanted to build a deck around one of my favourite mons, Meowstic-M. I did some googling into what seems good at the moment, and I did try to make something that works, but currently it's doing fairly subpar, and, while there is definitely a skill problem involved, I do feel like my team is underperforming a bit. Any advice is welcome aside from swapping out Meowstic as that is sort of the namesake of the team, I'm open to swapping out anything else if there's something that can do its job better. I am definitely not very good at making teams, so this is probably not great aha.
Meowstic @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Substitute
Meowstic tends to be the pokemon I send out first to set up light screen and reflect, as well as inflict paralysis if my opponent decides to use something especially offensive early on. It's sort of for testing the waters, so to speak. Substitute helps it stay alive for a bit longer.
Zoroark-Hisui @ Focus Sash
Ability: Illusion
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Nasty Plot
- Hyper Voice
A bit of a glass cannon. Usually a put Kingambit in last to bait fighting-type moves or provoke a switch, which gives me a turn to use nasty plot and then do a lot of damage. The focus sash also works well if I end up being unable to do this or happen to be outsped.
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Court Change
- High Jump Kick
- Fire Punch
Cinderace is a bit mixed, and is probably the one I'm most unsure about. I struggled a lot with traps in my previous games, so I added Cinderace with court change to counter that. The high-jump kick is a bit risky, but it seems to do relatively okay? Heavy-duty boots are to ensure that they remain safe before swapping traps.
Dragonite @ Clear Amulet
Ability: Multiscale
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Roost
- Brick Break
Dragonite seems to do REALLY well. If I can set up a dragon dance or two it tends to do a lot of really good damage to my opponent.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Nuzzle
- Calm Mind
- Draining Kiss
- Stored Power
Hatterene is there as a support and tank. Also as a counter to dragon types.
Kingambit @ Expert Belt
Ability: Supreme Overlord
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Low Kick
And Kingambit just seems overall fairly powerful. I think it has fairly decent coverage with its move options, and if I can get it set up properly it does quite well.
Meowstic @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Substitute
Meowstic tends to be the pokemon I send out first to set up light screen and reflect, as well as inflict paralysis if my opponent decides to use something especially offensive early on. It's sort of for testing the waters, so to speak. Substitute helps it stay alive for a bit longer.
Zoroark-Hisui @ Focus Sash
Ability: Illusion
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Nasty Plot
- Hyper Voice
A bit of a glass cannon. Usually a put Kingambit in last to bait fighting-type moves or provoke a switch, which gives me a turn to use nasty plot and then do a lot of damage. The focus sash also works well if I end up being unable to do this or happen to be outsped.
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Court Change
- High Jump Kick
- Fire Punch
Cinderace is a bit mixed, and is probably the one I'm most unsure about. I struggled a lot with traps in my previous games, so I added Cinderace with court change to counter that. The high-jump kick is a bit risky, but it seems to do relatively okay? Heavy-duty boots are to ensure that they remain safe before swapping traps.
Dragonite @ Clear Amulet
Ability: Multiscale
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Roost
- Brick Break
Dragonite seems to do REALLY well. If I can set up a dragon dance or two it tends to do a lot of really good damage to my opponent.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Nuzzle
- Calm Mind
- Draining Kiss
- Stored Power
Hatterene is there as a support and tank. Also as a counter to dragon types.
Kingambit @ Expert Belt
Ability: Supreme Overlord
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Low Kick
And Kingambit just seems overall fairly powerful. I think it has fairly decent coverage with its move options, and if I can get it set up properly it does quite well.