Any Advice Would Be Greatly Appreciated

Hey! This is my first team that I've sat down and spent some time creating, so feel free to make cuts and edits as necessary! Also, any advice regarding team building is much appreciated.

With this team, I am trying to create a team that has good coverage and can slowly take away health with some sweepers to deal quick damage as needed. The team is currently rated at about 1370, but often fluctuates into the high 1400's.
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THE TEAM

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Sableye@ Leftovers
Ability: Prankster
EVs: 252 HP 120 Def 136 Sp Def
Nature: Careful (+Sp Def, -SpA)
-Will-O-Wisp
-Taunt
-Recover
-Foul Play

I love using Gimpy as a lead. He's effective at stopping other leads by getting taunt off quickly and he has always been useful for stopping bulky walls and sweepers alike with Will-O-Wisp. I've also been able to use him as a spin blocker on occasion. I put foul play in the last slot because it has been incredibly useful for taking out Magic Bounce users as well as Deoxys-D.

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Ferrothorn@ Leftovers
Ability: Iron Barbs
EVs: 252 HP 88 Def 168 Sp Def
Nature: Relaxed (+Def, -Spe)
-Leech Seed
-Spikes
-Protect
-Power Whip

I'm considering a few switches on Barb just to see how they work with the team. Since I don't have Gyro Ball, I was thinking on switching the Relaxed nature to Impish since I may need that extra speed. I was also thinking of switching spikes with stealth rock for an entry hazard that is more guaranteed to hit the opponents pokemon. Also, I only need to use Stealth Rock once to be really effective as opposed to using Spike 3 times. I'm really debating about switching Leftovers with Rocky Helmet to cause more damage to fighting types that cause my team trouble. However, Leftovers let Barb wall more effectively.

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Infernape@ Life Orb
Ability: Blaze
EVs: 252 Spe 252 Atk 4 Sp Atk
Nature: Hasty (+Spe, -Sp Atk)
-Overheat
-Close Combat
-U-Turn
-Mach Punch

When making this team, I was really debating between using Infernape or Choce Scarf Heatran. I chose Infernape because my team has a huge weakness to Fighting types and I could use fighting types as a way to switch in Infernape. The speed and the attack of Marcos have proved useful again and again to finish off weakened pokemon. I chose Mach Punch to finish pokemon off quickly when they are really weak, but I may switch it to Stone Edge for better coverage.

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Jellicent@ Leftovers
Ability: Water Absorb
EVs: 248 HP 216 Def 44 Spe
Nature: Bold (+Def, -Atk)
-Scald
-Will-O-Wisp
-Taunt
-Recover

I love Chester. Water Absorb has always proved useful and I chester has proved to be a great spin blocker. I'm worried about the double burn coverage of Scald and Will-O-Wisp. I have debated between switching to Surf and Toxic, but I have been enjoying all the burn coverage.

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Terrakion@ Choice Scarf
Ability: Justified
EVs: 4 HP 252 Atk 252 Spe
Nature: Adamant (+Atk, -Sp Atk)
-Close Combat
-Stone Edge
-X-Scissor
-Rock Slide

Oh, Brutus. He has quickly become one of my favorites. I chose Rock Slide over Sacred Sword due to the flinch factor. In fact, Rock Slide has been the deciding factor in many of my matches. I used Choice Scarf so I can hit the opponents fast and hard. Even if the opponent resists Close Combat or Stone Edge, they're going to be hit hard.

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Jolteon@ Life Orb
Ability: Volt Absorb
EVs: 4 Def 252 Sp Atk 252 Spe
Nature: Timid (+Spe, -Atk)
-Thunder Bolt
-Hidden Power Ice
-Shadow Ball
-Volt Switch

Comet has been on every team I have ever made and I love him dearly. One of my favorite two pokemon from Gen 1 and always able to finish of whatever I'm up against. Mad love for Comet.
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And that's the team! Any and all advice are appreciated. My goal is to build an effective team that can function on it's own without the use of weather or baton passing. Can't wait to hear from y'all!
 
Hi, Uberhorse753! You have a very unique team here. My first suggestion for you today would be to change RockSlide>Earthquake on Terrakion for better coverage. Next, try changing W-o-W>Toxic on Jellicent to give it a good duel-status type deal going on. With the 30% burn chance of Scald, having both Scald and W-o-W is almost redundant on the same set. It also helps Jellicent become an even more efficient Wallbreaker. overall.

At any rate, I hope I helped. Good Luck with your team! :)

P.S. Hasty nature give Infernape "(+Spd,-Def)". May be a typo on your RMT.
 
Hello and welcome. First of all, your team need the stealth rock. Stuff like tornadus, volcarona and similiar can be a problem without, so I recommend you SR > spikes on your ferrothorn.
Another problem can be venusaur, it can 6-0ed you easily, so heatran > infernape is an good idea (fight types aren't a big problem imo you have a 2 immunity), use shed shell on it, dugtrio is almost in the sun now and use a sdefensive set, you have terrakion for revengekilling already.

I hope I was helpful.

Heatran set:
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Heatran (F) @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Roar / Stealth Rock (use spikes > sr on ferrothorn if you choice stealth rock on heatran obv)
- Toxic
- Lava Plume
- Protect
 
Thanks! I'll try Heatran over Infernape. I'm worried about losing the speed of infernape, though. Would a choice scarf set work?

I've already seen better results with Stealth Rock. Thanks!
 
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