Hello, I am new to smogon. I have started competitive battling after a while and thought it would be wise if I could get my team checked out over here. Would you all please be kind enough to help me out? I want to know how I can improve my team. Thanks in advance :)
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Rock]
Mega-Venusaur acts as my bulky special attacker. It has two stab moves and a recovery move in synthesis and hidden power rock is for talonflame and volcarona switch ins. It has a plus point in being able to tank a lot of hits. It helps Bisharp by taking hits from fighting type moves. It is also very useful in tanking grass, electric and water type moves which otherwise trouble my team.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Swords Dance
- Power-Up Punch
Bisharp helps Vena back by taking flying attacks and is immune to psychic, Vena's main weaknesses. Thick fat allows it to take fire and ice type moves really well so that's not too much of an issue (Bisharp can take ice type moves as well). The reason it has a sash is because if I get a free switch in, late game, I can set up with SD and sweep with SP. Power-up-punch allows me to increase my attack and iron head is for coverage and it gets stab as well. It's also resistant to dragon, ghost, dark, rock and grass which otherwise bothers my team. It is also resistant to a variety of other types due to its typing.
Conkeldurr
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Thunder Punch
This helps me sponge any status moves which gives it a boost to its attack. Drain Punch is for recovery and mach punch for priority. Knock off gives nearly perfect coverage with those two fighting type moves. Thunderpunch is for bulky waters, especially Gyrados. With AV it acts as a semi special wall. Conk can tank hits from dark, rock and bug type moves which are otherwise pretty bad for my team.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Return
This, along with Conk is one of my physical attackers. It has it's obvious stab moves in flare blitz and its trademark brave bird. U-turn allows me to scout and return allows me to hit anything that resists its stabs like Rotom-W. Tflame can switch in to ground, fire, fighting, grass, bug and fairy that are super effective against its other teammates (although it is very fragile and I shouldn't do it much)
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Toxic
- Ice Beam
- Psyshock
- Slack Off
Slowbro is my defensive wall with toxic to spread status and slack off to recover health. Ice beam helps me hit dragons and psyshock is a stab move. Should I give it scald instead? Bisharp is weak to fighting and fire which slower is resistant to. It can further tank ice, fire and psychic moves for Vena, ice for Lati, water for tflame and psychic for Conk.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Surf
- Draco Meteor
- Defog
- Psyshock
Latios kind of acts like a mixed attacker due to psyshock, I guess. But otherwise Draco Meteor gets stab boost and Surf hits hard. It has defog as it it can utilise it's speed to take out entry hazards before fainting. (I think I should give that role to someone else though). Latios can switch into ground, fire and fighting type moves that bother Bisharp, electric moves that bother Slowbro (also grass) and Tflame, Psychic moves that bother Vena and Conk
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Rock]
Mega-Venusaur acts as my bulky special attacker. It has two stab moves and a recovery move in synthesis and hidden power rock is for talonflame and volcarona switch ins. It has a plus point in being able to tank a lot of hits. It helps Bisharp by taking hits from fighting type moves. It is also very useful in tanking grass, electric and water type moves which otherwise trouble my team.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Swords Dance
- Power-Up Punch
Bisharp helps Vena back by taking flying attacks and is immune to psychic, Vena's main weaknesses. Thick fat allows it to take fire and ice type moves really well so that's not too much of an issue (Bisharp can take ice type moves as well). The reason it has a sash is because if I get a free switch in, late game, I can set up with SD and sweep with SP. Power-up-punch allows me to increase my attack and iron head is for coverage and it gets stab as well. It's also resistant to dragon, ghost, dark, rock and grass which otherwise bothers my team. It is also resistant to a variety of other types due to its typing.
Conkeldurr
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Thunder Punch
This helps me sponge any status moves which gives it a boost to its attack. Drain Punch is for recovery and mach punch for priority. Knock off gives nearly perfect coverage with those two fighting type moves. Thunderpunch is for bulky waters, especially Gyrados. With AV it acts as a semi special wall. Conk can tank hits from dark, rock and bug type moves which are otherwise pretty bad for my team.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Return
This, along with Conk is one of my physical attackers. It has it's obvious stab moves in flare blitz and its trademark brave bird. U-turn allows me to scout and return allows me to hit anything that resists its stabs like Rotom-W. Tflame can switch in to ground, fire, fighting, grass, bug and fairy that are super effective against its other teammates (although it is very fragile and I shouldn't do it much)
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Toxic
- Ice Beam
- Psyshock
- Slack Off
Slowbro is my defensive wall with toxic to spread status and slack off to recover health. Ice beam helps me hit dragons and psyshock is a stab move. Should I give it scald instead? Bisharp is weak to fighting and fire which slower is resistant to. It can further tank ice, fire and psychic moves for Vena, ice for Lati, water for tflame and psychic for Conk.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Surf
- Draco Meteor
- Defog
- Psyshock
Latios kind of acts like a mixed attacker due to psyshock, I guess. But otherwise Draco Meteor gets stab boost and Surf hits hard. It has defog as it it can utilise it's speed to take out entry hazards before fainting. (I think I should give that role to someone else though). Latios can switch into ground, fire and fighting type moves that bother Bisharp, electric moves that bother Slowbro (also grass) and Tflame, Psychic moves that bother Vena and Conk
Last edited: