Hi welcome to my latest team just for starters. Celibrating the release of the rabbits new hiddena bility pro... i mean limbero I decided to make a team for the footballer. Through initally I went the way of a more stally bulky team I found the other lucky HA Rillaboom in tandem with hawlucha provided a much better combination. Not only is rillabooms choice band set much better with the presence of grassy terrian, but it acts as the new tapu bulu for hawlucha in particular who uses grassy terrain to unburnen it of it's grassy seed raising it's speed stat and it's defenc ein one sitting. grassy terrian also provides passive removery to the grounded members of the team and reduces ground type attacks power which helps teamates like excadrill and cinderace heal up and ease their ground weakness as they find themselves worn down over the game.
Export
https://pokepast.es/0ed71c5e195ec353
Cinderace @
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Gunk Shot
- Zen Headbut
- Court change
With this set it's all about coverage, coverage, coverage. Forgoing u-turn to pivot out the set attempts to hit as many threats super effective as possible that may attempt to wall it otherwise. A lifew orb is chose to give fredom of move choice, to which a choice band would not allow while still giveing a boost to damage output. The move choices allows for maximium coverage possible - Pyro ball is a fantastic physical fire blast with even better acuracy and provide excellent fire coverage, Gunk shot is powerful poison coverage that destroys fairy types in particular mainly cefable in over shift swoop, Zen Headbutt allows cinderace to avoid being walled by topapex in particular, with changes on recomendation of tapeworm I decided that the team had enough ways of covering a cinderace loosing high jump kick more than the other moves on the set and court change takes it's place, court change makes up for the removal of hazard removal in excadrill even with it being much reliable but a team that likes to switch at times would rather some way of getting rid of them . The nature allows for as much speed as possible with the eves being in attack and speed to allow for this and maximium damage output under a jolly nature.
Rillaboom @
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- U-turn
- Superpower
Welcome to the new tapu bulu! He's slightly weaker, slightly faster and lakc a fairy typing, but he has u-turn which is always very nice and so is tapu bulu's absence for our drum beating starter. Pretty much the same as tapu bulu's 7th gen choice band set but with a choice scarf in place of band and the adition of u-turn it makes up for some of the perks of missing fary typing's dragon immunity by pivioting out. The set as I mentioned is pretty much bulu's own chocie band set with knock off and u-turn replacing horn leech and stone edge, this gives a bit more utlity knocking off items off and pivoting out of bad situations. the final two moves are stab wood hammer to hit extra hard with a grassy terrain boost and superpower is just great fighting coverage in general for that little bit of umph. The nature is jolly to outspeed what it's counterpart tapubula could not base 84 or slower pokemon while typing with base 85's which is good for outspeeding adamant excadrill, togekiss and gyarados as examples or tying with komono with a scarf. The change to scarf from band largely helped the team more than it helped the mokey but synergy is important and my thanks goes to tapeworm and Stepc for recomending this change.
Clefable @
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 7 Spe
- Teleport
- Moonblast
- Wish
- Protect
Teleport got a big buff generation, which to be fair isn't that hard since it had 0 use in battle before but i digress. Teleport now has the lowest priority and pivots a pokemon out much like U-turn or voltswitch but with 0 damage which really doesn't matter much anyways. One of the biggest boons of this to clefable is it's acesss to wish and reasonably high hp allowing it to wish, and pass it eaily via telport so they are the ones that get the healing benifits of wish with 0 damage. This is especially great for the team with the removal of excadrill resulting in no way to control hazards and the residual damage of sandstorm being a double edged sword. The set eves and ivs allow for maximium special bulk for clefable to make use of her decent special bulk with a calm nature to allow this, the 7 ivs was recomended by tapeworm and allow for celfable to have a slow teleport but still outspeed hippowdon. The moves are pretty standard required, moon blast is the best stab clefable has, wish is for healing it's self and it's team mates, protect allows celfable to heal with wish more effectively as well as scout and as discussed teleport allows clefable to pass out slow large wishes to it's team mates. Clefable was recomnded to the team with the help of tapeworm and StepC.
Hawlucha @
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
Going back to an old 7th gen stratagy Hawlucha employs unburden and grassy seed to trigger when switching in while grass terrain is up, bosting both it's defence and speed in one go, as well as allowing accrobatics to gaina base power of 110. The eves are from the old 7th gen set as it is employing the same stratagy as back then. hawluch is naturally very fast and eves place it faster than scarf neutral natured speed pokemon after an unburden boost the rest go into maximising attack to which hawlucha is naturally lacking a bit so an adamant nature allows for more damage output with max attack, the rest is given to HP and special defence for extra bulk as hawlucha is getting a defence boost from grassy seed naturally so no defence investment is needed. The moveset is pretty standard - Acorbatics is powerful base 110 stab after unburn, high jump is powerful stab fighting move period, swords dance buffs hawluchcas lack luster attack greatly and roost is healing up allowing hawlucha to stay out longer. On the recomendation of tapeworm I buffed the speed of hawluch to outpace excadrills.
Hipppowdon @
Ability: Sand Force
EVs: 252 HP / 16 Atk / 240 Def
Impish Nature
- Stealth Rock
- High horsepower
- Slack Off
- Whirlwind
On recomendation of both tapeworm and StepC everyones favourite bulky hippo joins the team, namely as a way to tackle physical threat that prievously hurt the team namely other cinderaces and hawluchas. The set is pretty standard flare for hippowdon with a few notable diffrences. I agree with tapeworm that the chip from sand hurts more than it helps so this means forgoing the sand steam for hippowdowns other ability sand force. Hippowdown has 16 eves in attack just to kill off bulkier variants of excadrill and the rest goes into Hp which is max out and the rest in defence with an impish nature to keep physical bulk as high as possible. For the moveset Stealth rock is just standard hazard afffair to hel net some 2ko's and ohkos in some situations with the rest of the team it's Sr there isn't much to explain why it's great :P, high horsepower doesn't get the nerf from terrian effects which is why it's being used over earthauqake, slack off is reliable recovery which is great for something thats going to be taking a beating, whirlwind allows hippowdon to force out pokemon that switch in to counter it and gives Sr a chance to do some chip damage with general frustration ensuing.
Hydreigon @
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Draco Meteor
- Flash Cannon
- Flamethrower
On Recomendation from both tapeworm and StepC we now have nasty plot hydreigon to plow through threats to the team which is great as now hydreigon has greater power and flexibility it didn't have prievously. This aids the team is getting past numerous walls that cinderace can easily clean up after is need be, mainly the likes of topapex as an example. The set retains the eve spread and nature as hydrigeigon still wnats to outspeed as many pokemon around base 100 speed as it can when possible where they are using lower speed investment via eves or nature while the rest goes into special attack to maximise damage output. The move choice allows for a powerful draco meteor stab for coverage with the drop in special attack worth the extra power behind it and is mitigated by nasty plot boosts so it's not dead weight after using it, flash cannon deals with fairies who just love to come in and take nothing from dracos and with a nasty plot boost celfable and friends are no longer the safe switch ins that they would like to believbe they are, and finally we round off the moves with flamethrower as a way just to roast steels to pieces which allows dracometor to be as threatening as possible as all potential switch ins to sponge it are for in most part threatened by the choice of coverage moves posseced by hydreigon.
Export
https://pokepast.es/0ed71c5e195ec353
Cinderace @
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Gunk Shot
- Zen Headbut
- Court change
With this set it's all about coverage, coverage, coverage. Forgoing u-turn to pivot out the set attempts to hit as many threats super effective as possible that may attempt to wall it otherwise. A lifew orb is chose to give fredom of move choice, to which a choice band would not allow while still giveing a boost to damage output. The move choices allows for maximium coverage possible - Pyro ball is a fantastic physical fire blast with even better acuracy and provide excellent fire coverage, Gunk shot is powerful poison coverage that destroys fairy types in particular mainly cefable in over shift swoop, Zen Headbutt allows cinderace to avoid being walled by topapex in particular, with changes on recomendation of tapeworm I decided that the team had enough ways of covering a cinderace loosing high jump kick more than the other moves on the set and court change takes it's place, court change makes up for the removal of hazard removal in excadrill even with it being much reliable but a team that likes to switch at times would rather some way of getting rid of them . The nature allows for as much speed as possible with the eves being in attack and speed to allow for this and maximium damage output under a jolly nature.
Rillaboom @
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- U-turn
- Superpower
Welcome to the new tapu bulu! He's slightly weaker, slightly faster and lakc a fairy typing, but he has u-turn which is always very nice and so is tapu bulu's absence for our drum beating starter. Pretty much the same as tapu bulu's 7th gen choice band set but with a choice scarf in place of band and the adition of u-turn it makes up for some of the perks of missing fary typing's dragon immunity by pivioting out. The set as I mentioned is pretty much bulu's own chocie band set with knock off and u-turn replacing horn leech and stone edge, this gives a bit more utlity knocking off items off and pivoting out of bad situations. the final two moves are stab wood hammer to hit extra hard with a grassy terrain boost and superpower is just great fighting coverage in general for that little bit of umph. The nature is jolly to outspeed what it's counterpart tapubula could not base 84 or slower pokemon while typing with base 85's which is good for outspeeding adamant excadrill, togekiss and gyarados as examples or tying with komono with a scarf. The change to scarf from band largely helped the team more than it helped the mokey but synergy is important and my thanks goes to tapeworm and Stepc for recomending this change.
Clefable @
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 7 Spe
- Teleport
- Moonblast
- Wish
- Protect
Teleport got a big buff generation, which to be fair isn't that hard since it had 0 use in battle before but i digress. Teleport now has the lowest priority and pivots a pokemon out much like U-turn or voltswitch but with 0 damage which really doesn't matter much anyways. One of the biggest boons of this to clefable is it's acesss to wish and reasonably high hp allowing it to wish, and pass it eaily via telport so they are the ones that get the healing benifits of wish with 0 damage. This is especially great for the team with the removal of excadrill resulting in no way to control hazards and the residual damage of sandstorm being a double edged sword. The set eves and ivs allow for maximium special bulk for clefable to make use of her decent special bulk with a calm nature to allow this, the 7 ivs was recomended by tapeworm and allow for celfable to have a slow teleport but still outspeed hippowdon. The moves are pretty standard required, moon blast is the best stab clefable has, wish is for healing it's self and it's team mates, protect allows celfable to heal with wish more effectively as well as scout and as discussed teleport allows clefable to pass out slow large wishes to it's team mates. Clefable was recomnded to the team with the help of tapeworm and StepC.
Hawlucha @
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
Going back to an old 7th gen stratagy Hawlucha employs unburden and grassy seed to trigger when switching in while grass terrain is up, bosting both it's defence and speed in one go, as well as allowing accrobatics to gaina base power of 110. The eves are from the old 7th gen set as it is employing the same stratagy as back then. hawluch is naturally very fast and eves place it faster than scarf neutral natured speed pokemon after an unburden boost the rest go into maximising attack to which hawlucha is naturally lacking a bit so an adamant nature allows for more damage output with max attack, the rest is given to HP and special defence for extra bulk as hawlucha is getting a defence boost from grassy seed naturally so no defence investment is needed. The moveset is pretty standard - Acorbatics is powerful base 110 stab after unburn, high jump is powerful stab fighting move period, swords dance buffs hawluchcas lack luster attack greatly and roost is healing up allowing hawlucha to stay out longer. On the recomendation of tapeworm I buffed the speed of hawluch to outpace excadrills.
Hipppowdon @
Ability: Sand Force
EVs: 252 HP / 16 Atk / 240 Def
Impish Nature
- Stealth Rock
- High horsepower
- Slack Off
- Whirlwind
On recomendation of both tapeworm and StepC everyones favourite bulky hippo joins the team, namely as a way to tackle physical threat that prievously hurt the team namely other cinderaces and hawluchas. The set is pretty standard flare for hippowdon with a few notable diffrences. I agree with tapeworm that the chip from sand hurts more than it helps so this means forgoing the sand steam for hippowdowns other ability sand force. Hippowdown has 16 eves in attack just to kill off bulkier variants of excadrill and the rest goes into Hp which is max out and the rest in defence with an impish nature to keep physical bulk as high as possible. For the moveset Stealth rock is just standard hazard afffair to hel net some 2ko's and ohkos in some situations with the rest of the team it's Sr there isn't much to explain why it's great :P, high horsepower doesn't get the nerf from terrian effects which is why it's being used over earthauqake, slack off is reliable recovery which is great for something thats going to be taking a beating, whirlwind allows hippowdon to force out pokemon that switch in to counter it and gives Sr a chance to do some chip damage with general frustration ensuing.
Hydreigon @
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Draco Meteor
- Flash Cannon
- Flamethrower
On Recomendation from both tapeworm and StepC we now have nasty plot hydreigon to plow through threats to the team which is great as now hydreigon has greater power and flexibility it didn't have prievously. This aids the team is getting past numerous walls that cinderace can easily clean up after is need be, mainly the likes of topapex as an example. The set retains the eve spread and nature as hydrigeigon still wnats to outspeed as many pokemon around base 100 speed as it can when possible where they are using lower speed investment via eves or nature while the rest goes into special attack to maximise damage output. The move choice allows for a powerful draco meteor stab for coverage with the drop in special attack worth the extra power behind it and is mitigated by nasty plot boosts so it's not dead weight after using it, flash cannon deals with fairies who just love to come in and take nothing from dracos and with a nasty plot boost celfable and friends are no longer the safe switch ins that they would like to believbe they are, and finally we round off the moves with flamethrower as a way just to roast steels to pieces which allows dracometor to be as threatening as possible as all potential switch ins to sponge it are for in most part threatened by the choice of coverage moves posseced by hydreigon.
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