With every generation, I tend to make Pokemon teams based on certain themes. Since B/W came out during my "Persona 3 loving" phase, this generation I decided to make a group of 22 Pokemon, each based off the Major Arcana. The fallowing six are my first group made in this project. Comments and advice are highly appreciated
Changes are listed in red, for it is a sexy color
The Magician
Espeon@ Light Clay
Ability: Magic Bounce
EVs: 252 HP, 4 Def, 252 Spe
Nature: Timid
-Reflect
-Light Screen
-Psyshock
-Shadow Ball
This is essentially a dual screens varient for Espeon. Its purpose on the team is two-fold: first, it can come in and bounce back status moves and entry hazards with good prediction using Magic Bounce. Its second purpose is to set up and reduce damage overall to itself and its team. Psyshock is on this set so that Espeon can screw over most varients of Chansy and Blissy coming in specially wall it.
The Hierophant
Jellicent@ Leftovers
Ability: Water Absorb
EVs: 252 HP, 252 Def, 4 SpA
Nature: Bold
-Taunt
-Will-o-wisp
-Scald
-Recover
Jellicent is the team's utility counter. As most of the team is more vulnerable on the physical side, this pokemon's task is to spread burn to weaken opposing physical attackers. In addition, its ghost typing makes it so opposing pokemon can’t shatter Espeon’s screens using Brick Break, or use rapid spin to clear away hazards set by Fortress
The Chariot
Conkeldurr@ Leftovers
Ability: Guts
EVs: 120 HP, 252 Atk, 136 SpD
Nature: Adamant
-Bulk Up
-Mach Punch
-Drain Punch
-Payback
Conkuldurr acts as the heavy muscle of the team. With Bulk Up active, it can take hits very well on the physical side and retaliate with Drain Punch or Payback. Espeon’s screens bolster it further, as well as covering its more vulnerable special side. Conkuldurr also helps with taking down dark-type threats like Weavile thanks to Mach Punch.
The Tower
Fortress@ Leftovers
Ability: Study
EVs: 253 HP, 4 Def, 252 SpD
Nature: Sassy
-Stealth Rock
-Spikes
-Rapid Spin
-Gyro Ball
This slot was for Gengar, but has been changed to Fortress to add a tank to the team that can set up entry hazards and spin them away. The EVs for this set are to give it the ability to withstand special hits alittle better. Gryo Ball works off the low speed due to it's nature, allowing it to hit for decent STAB on non-resistant targets.
The Devil
Hydregion@ Expert Belt
Ability: Leviate
EVs: 4 HP, 252 SpA, 252 Spe
Nature: Timid
-Draco Meteor
-Dark Pulse
-Focus Blast
-Fire Blast
Hydregion's slot belonged to Zoroark. While Zoroark is faster and comes with a abilty to cause mind games, Hydregion's movepool, natural bulk, and array of resistances serve help the team out better. It's resitances and immunities help cover up serveral of the team's weaknesses, and other team members cover it's own weaknesses.
Offensively, Hydregion can be a terror to deal with, sporting excellent offensive stats and a wide array of powerful moves. While this set seems to commonly uses Modest for extra power, Timid raises it's speed enough to outpace any 110 base speed pokemon not using a speed-boosting nature.
The Sun
Volcarona@ Life Orb
Ability: Flame Body
EVs: 4 HP, 252 SpA, 252 Spe
Nature: Timid
-Quiver Dance
-Fiery Dance
-Bug Buzz
-Psychic
With stats just below qualifying as a pseudo-legendary, a move that boosts three stats and a unique typing, what is there not to like? Hell, it's called the Sun Pokemon.... as are Espeon and Sunflora... but besides the point! Volcarona works very well with Espeon, as Espeon can bounce stealth rock and set up defenses, while Volcarona can nail Espeon’s dark and fighting-type counters. Flame Body also means physical-minded pokemon hoping to Brick Break run the risk of getting burned for it. Jellicent can come in and absorb water attacks aimed at it, while Conkuldurr can shrug off rock attacks.
Changes are listed in red, for it is a sexy color
The Magician
Espeon@ Light Clay
Ability: Magic Bounce
EVs: 252 HP, 4 Def, 252 Spe
Nature: Timid
-Reflect
-Light Screen
-Psyshock
-Shadow Ball
This is essentially a dual screens varient for Espeon. Its purpose on the team is two-fold: first, it can come in and bounce back status moves and entry hazards with good prediction using Magic Bounce. Its second purpose is to set up and reduce damage overall to itself and its team. Psyshock is on this set so that Espeon can screw over most varients of Chansy and Blissy coming in specially wall it.
The Hierophant
Jellicent@ Leftovers
Ability: Water Absorb
EVs: 252 HP, 252 Def, 4 SpA
Nature: Bold
-Taunt
-Will-o-wisp
-Scald
-Recover
Jellicent is the team's utility counter. As most of the team is more vulnerable on the physical side, this pokemon's task is to spread burn to weaken opposing physical attackers. In addition, its ghost typing makes it so opposing pokemon can’t shatter Espeon’s screens using Brick Break, or use rapid spin to clear away hazards set by Fortress
The Chariot
Conkeldurr@ Leftovers
Ability: Guts
EVs: 120 HP, 252 Atk, 136 SpD
Nature: Adamant
-Bulk Up
-Mach Punch
-Drain Punch
-Payback
Conkuldurr acts as the heavy muscle of the team. With Bulk Up active, it can take hits very well on the physical side and retaliate with Drain Punch or Payback. Espeon’s screens bolster it further, as well as covering its more vulnerable special side. Conkuldurr also helps with taking down dark-type threats like Weavile thanks to Mach Punch.
The Tower
Fortress@ Leftovers
Ability: Study
EVs: 253 HP, 4 Def, 252 SpD
Nature: Sassy
-Stealth Rock
-Spikes
-Rapid Spin
-Gyro Ball
This slot was for Gengar, but has been changed to Fortress to add a tank to the team that can set up entry hazards and spin them away. The EVs for this set are to give it the ability to withstand special hits alittle better. Gryo Ball works off the low speed due to it's nature, allowing it to hit for decent STAB on non-resistant targets.
The Devil
Hydregion@ Expert Belt
Ability: Leviate
EVs: 4 HP, 252 SpA, 252 Spe
Nature: Timid
-Draco Meteor
-Dark Pulse
-Focus Blast
-Fire Blast
Hydregion's slot belonged to Zoroark. While Zoroark is faster and comes with a abilty to cause mind games, Hydregion's movepool, natural bulk, and array of resistances serve help the team out better. It's resitances and immunities help cover up serveral of the team's weaknesses, and other team members cover it's own weaknesses.
Offensively, Hydregion can be a terror to deal with, sporting excellent offensive stats and a wide array of powerful moves. While this set seems to commonly uses Modest for extra power, Timid raises it's speed enough to outpace any 110 base speed pokemon not using a speed-boosting nature.
The Sun
Volcarona@ Life Orb
Ability: Flame Body
EVs: 4 HP, 252 SpA, 252 Spe
Nature: Timid
-Quiver Dance
-Fiery Dance
-Bug Buzz
-Psychic
With stats just below qualifying as a pseudo-legendary, a move that boosts three stats and a unique typing, what is there not to like? Hell, it's called the Sun Pokemon.... as are Espeon and Sunflora... but besides the point! Volcarona works very well with Espeon, as Espeon can bounce stealth rock and set up defenses, while Volcarona can nail Espeon’s dark and fighting-type counters. Flame Body also means physical-minded pokemon hoping to Brick Break run the risk of getting burned for it. Jellicent can come in and absorb water attacks aimed at it, while Conkuldurr can shrug off rock attacks.