So ever since i first started playing, I have been working with this team. However, not a single one of the pokemon on this team are the same as when I first made it, (It was something like scizor, latios, foretress, megachomp, blissey, and some other) as I have slowly changed every single pokemon and their movesets when I felt somebody on the team wasn't offering the synergy I needed or the carrying their weight on the team. I'm pretty happy with how this team has finally ended up and so far since its finalization it has netted me 9 wins and 1 loss, which is a personal record for 10 games. I'm just looking for any last tips and suggestions for places where I could change anything for a better place I don't currently see.
Annihalation (Greninja) @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power [Fire]
- Dark Pulse
- Hydro Pump
- Ice Beam
Greninja served as an offensive lead for me for a long time and still as a potential lead depending on what I can predict the opponent will start with. I choose expert belt over life orb because he has massive super effective coverage and I don't need to hurt his chance of surviving anything with already paper thin defense with constant recoil too for just 5%. I recently replaced U-Turn with HP fire and I have mixed reviews. On one hand, I miss the fast u-turn to get out of situations he doesn't like. On the other hand, HP Fire is the only fire type attack on my entire team and honestly I'm fine with that. The only pokemon in the tier that need a fire type attack to break through are all physically bulky, namely Skarmory, Foretress, Scizor, and Ferrothorn. These 4 pokemon are 4x weak, and are outsped and weak specially. Whenever I have to settle for neutral damage, hydro pump hits hard. Ice beam is the main ice type attack on my team and knocks out opposing lead Landorus-T, Landorus-I, and also Garchomp and other dragons. It can even sometimes OHKO multiscale Dragonite which is a very solid feat. Dark pulse hits aegislash and gengar and anywhere else i need it, and flinch hax are great.
Catastrophe (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Facade
Assault vest conk is just very very solid. Never lets you down. Resistance to stealth rock allows plenty of switch ins, he has access to STAB priority, drain punch is great for survivability, knock off covers weakness and switch ins and hits hard on actually everything. I used to run fire punch on him, but over time I found I never really used it. The only thing it was covering was steel types and they were all better managed with STAB Drain punch anyways. I also used to run iron fist, but I was getting walled by will-o-wisp and assault vest was making it so without boosting moves such as bulk up weren't an option, and as a result Conk was never hitting hard enough. Switching to guts and putting in facade has been exactly a solve to my issue. Whenever the opponent makes the mistake of statusing conkeldurr, or if I can switch him into something, the opponent is in for a world of pain. Facade becomes his strongest move at 140 BP, and coming off his now 621 attack stat, the OHKOs start flying. I've always thought of giving him a flame orb instead of assault vest, but I always choose not to because my opponents usually start trying to hit with special attacks and he can actually survive them pretty damn well with it.
Impatience (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Wish
- Toxic
- Seismic Toss
- Protect
I was content with Blissey in this slot for the longest time. But I was unable to avoid the eternal debate of Blissey v Chansey, and like most, Chansey won out. The increased bulk, especially the ability to take a physical hit, sold me on chansey. Chansey is my primary special wall, sponging hits on switch ins for team members that would have been knocked out, such as Charizard Y's flamethrower or Thundurus-I's thunderbolt. Seismic toss is good for damage when I need it and for preventing taunt bait. However, offensively, the main usage of Chansey is toxic>wish>protect>wish>protect. I have killed countless pokemon with this strategy and its absolutely infuriating to be on the receiving end of, and Chansey has been my last mon standing to take it all quite a few times. However, she is hard-walled by Gengar, Aegislash, and taunt sableye so I have to find other ways to get around them. I try to wish pass occasionally which is why I opt for wish instead of soft-boiled, and while this is a disadvantage sometimes, giving one of my offensive threats another lease on life can be a game changer if I can somehow actually manage to pull of the pass. I've also used chansey as an interesting way of dealing with Talonflame. I essentially use chansey's giant HP stat to make Talonflame pay for recoil, so if they flare blitz or brave bird me, I can often score a kill if they have stealth rocks damage already, and then wish/protect the damage.
Destruction (Pinsir) @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
Ah the wonders of sheer, brute force. Prior to Pinsir, I ran MegaChomp here who filled similar role but kept getting wrecked by his ice weakness and just wasn't getting the job done with disappointing speed and lack of priority to make up for it. For Pinsir, sure, stealth rock weakness sucks. Sure, he falls prey to fire and a lot of switch ins. But if I can get a swords dance in with Mega Pinsir, the game is just about over. I have walked through entire teams with just this pokemon. Dat aerialate quick attack + 2x swords dance boost can OHKO all fast fragile threats, and for those slow bulky threats, return literally this with so much force it makes me want to shit my pants every time. A lot of people choose to run close combat on their pinsir but I chose EQ and I think its a ton better. It gives me great coverage with flying STAB and is my teams main weapon against aegislash, doing a hefty sum even to defense form. He also has very solid physical bulk, and can switch into almost all fighting moves provided rocks aren't on the field. But to put it frankly, he just hits like a truck. Even better, sometimes if I come in on a threat thats already critically low, I can quick attack before mega evolving, netting me a Moxie boost and preparing me to sweep that much harder.
Havoc (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Leech Seed
- Stealth Rock
- Thunder Wave
- Protect
Ferrothorn was an early addition to my team replacing forretress. Sure, I hear it a lot. He's taunt bait. Honestly though, there is not a single move on this ferrothorn that isn't useful enough that I'm willing to get rid of it in exchange for power whip or gyro ball, and I'm pretty good at getting him out of taunts. I recently replaced spikes with protect, because I felt like I just wasn't getting spikes on the field enough to justify a spot, especially when I'm not running leftovers to boost his survivability in the first place. Leech Seed + Protect is great, healing me, hurting them. Thunderwave provides invaluable status affliction to help stop sweepers who are ravaging my team. Stealth rocks is the only hazard I have on my entire team. I left behind leftovers in place of rocky helmet. Essentially, I can switch him to any physical hit, particularly a resisted one, and the opponent is losing a quarter of their health. Chances are, if I switch into resisted, they are getting more damage than I am. In this sense, ferrothorn is my team's primary physical wall.
Deviance (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Trick
- Hidden Power [Ice]
This is the newest addition to my team. Originally Specs Latios, who was replaced by Keldeo, who was replaced by Nasty Plot Thundurus. Thundurus, while hitting hard as hell, didn't have the bulk to get a boost and sweep reliably, which was worsened by a stealth rocks weakness. Prankster thunder wave wasn't cutting it to get me the boost. Also, my team was desperately struggling with the absurdly common presence of Talonflame, my strange Chansey counter being the only semi-reliable method of doing so, and that wasn't working too well. Priority Brave Bird was absolutely trashing me. So I got rotom wash. And I love it. Enough bulk and resistance to both of ferrothorns threats while giving me the valuable electric type attack I needed for threats like Keldeo and flying types. Volt switch gives me great offensive momentum coming off a respectable special attack stat, and hydro pump hits hard when I can afford to stay in, and hits super effective on ground types that I won't be able to volt switch out of. Trick was a kind of iffy move for me, as I didn't really imagine I'd get a whole lot of opportunities to use it effectively, but boy was I wrong. Used on the right pokemon, specifically pokemon with a stall-oriented style, tricking on a choice scarf essentially removes that pokemon from the game, period. What good does giving your cosmic power Clefable a choice scarf do? Nothing. Ferrothorn? Sorry. Chansey? No eviolite, no wishing, done. HP ice is the only move I'm eh about. I haven't even been able to OHKO garchomp with it. The only thing its good for is a reliable way to get rid of opposing momentum pokemon Landorus-T, who can usually be disposed of with Hydro Pump assuming it hits anyways. I've considered replacing it with thunderbolt to hit harder. This is what i really need thoughts on.
I'm looking for help and suggestions just about anywhere I can get it. If I had to ask for something specific, it would probably be specific EVs on Rotom wash, maybe a better alternative over hp ice. Thanks in advance!
Annihalation (Greninja) @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power [Fire]
- Dark Pulse
- Hydro Pump
- Ice Beam
Greninja served as an offensive lead for me for a long time and still as a potential lead depending on what I can predict the opponent will start with. I choose expert belt over life orb because he has massive super effective coverage and I don't need to hurt his chance of surviving anything with already paper thin defense with constant recoil too for just 5%. I recently replaced U-Turn with HP fire and I have mixed reviews. On one hand, I miss the fast u-turn to get out of situations he doesn't like. On the other hand, HP Fire is the only fire type attack on my entire team and honestly I'm fine with that. The only pokemon in the tier that need a fire type attack to break through are all physically bulky, namely Skarmory, Foretress, Scizor, and Ferrothorn. These 4 pokemon are 4x weak, and are outsped and weak specially. Whenever I have to settle for neutral damage, hydro pump hits hard. Ice beam is the main ice type attack on my team and knocks out opposing lead Landorus-T, Landorus-I, and also Garchomp and other dragons. It can even sometimes OHKO multiscale Dragonite which is a very solid feat. Dark pulse hits aegislash and gengar and anywhere else i need it, and flinch hax are great.
Catastrophe (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Facade
Assault vest conk is just very very solid. Never lets you down. Resistance to stealth rock allows plenty of switch ins, he has access to STAB priority, drain punch is great for survivability, knock off covers weakness and switch ins and hits hard on actually everything. I used to run fire punch on him, but over time I found I never really used it. The only thing it was covering was steel types and they were all better managed with STAB Drain punch anyways. I also used to run iron fist, but I was getting walled by will-o-wisp and assault vest was making it so without boosting moves such as bulk up weren't an option, and as a result Conk was never hitting hard enough. Switching to guts and putting in facade has been exactly a solve to my issue. Whenever the opponent makes the mistake of statusing conkeldurr, or if I can switch him into something, the opponent is in for a world of pain. Facade becomes his strongest move at 140 BP, and coming off his now 621 attack stat, the OHKOs start flying. I've always thought of giving him a flame orb instead of assault vest, but I always choose not to because my opponents usually start trying to hit with special attacks and he can actually survive them pretty damn well with it.
Impatience (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Wish
- Toxic
- Seismic Toss
- Protect
I was content with Blissey in this slot for the longest time. But I was unable to avoid the eternal debate of Blissey v Chansey, and like most, Chansey won out. The increased bulk, especially the ability to take a physical hit, sold me on chansey. Chansey is my primary special wall, sponging hits on switch ins for team members that would have been knocked out, such as Charizard Y's flamethrower or Thundurus-I's thunderbolt. Seismic toss is good for damage when I need it and for preventing taunt bait. However, offensively, the main usage of Chansey is toxic>wish>protect>wish>protect. I have killed countless pokemon with this strategy and its absolutely infuriating to be on the receiving end of, and Chansey has been my last mon standing to take it all quite a few times. However, she is hard-walled by Gengar, Aegislash, and taunt sableye so I have to find other ways to get around them. I try to wish pass occasionally which is why I opt for wish instead of soft-boiled, and while this is a disadvantage sometimes, giving one of my offensive threats another lease on life can be a game changer if I can somehow actually manage to pull of the pass. I've also used chansey as an interesting way of dealing with Talonflame. I essentially use chansey's giant HP stat to make Talonflame pay for recoil, so if they flare blitz or brave bird me, I can often score a kill if they have stealth rocks damage already, and then wish/protect the damage.
Destruction (Pinsir) @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
Ah the wonders of sheer, brute force. Prior to Pinsir, I ran MegaChomp here who filled similar role but kept getting wrecked by his ice weakness and just wasn't getting the job done with disappointing speed and lack of priority to make up for it. For Pinsir, sure, stealth rock weakness sucks. Sure, he falls prey to fire and a lot of switch ins. But if I can get a swords dance in with Mega Pinsir, the game is just about over. I have walked through entire teams with just this pokemon. Dat aerialate quick attack + 2x swords dance boost can OHKO all fast fragile threats, and for those slow bulky threats, return literally this with so much force it makes me want to shit my pants every time. A lot of people choose to run close combat on their pinsir but I chose EQ and I think its a ton better. It gives me great coverage with flying STAB and is my teams main weapon against aegislash, doing a hefty sum even to defense form. He also has very solid physical bulk, and can switch into almost all fighting moves provided rocks aren't on the field. But to put it frankly, he just hits like a truck. Even better, sometimes if I come in on a threat thats already critically low, I can quick attack before mega evolving, netting me a Moxie boost and preparing me to sweep that much harder.
Havoc (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Leech Seed
- Stealth Rock
- Thunder Wave
- Protect
Ferrothorn was an early addition to my team replacing forretress. Sure, I hear it a lot. He's taunt bait. Honestly though, there is not a single move on this ferrothorn that isn't useful enough that I'm willing to get rid of it in exchange for power whip or gyro ball, and I'm pretty good at getting him out of taunts. I recently replaced spikes with protect, because I felt like I just wasn't getting spikes on the field enough to justify a spot, especially when I'm not running leftovers to boost his survivability in the first place. Leech Seed + Protect is great, healing me, hurting them. Thunderwave provides invaluable status affliction to help stop sweepers who are ravaging my team. Stealth rocks is the only hazard I have on my entire team. I left behind leftovers in place of rocky helmet. Essentially, I can switch him to any physical hit, particularly a resisted one, and the opponent is losing a quarter of their health. Chances are, if I switch into resisted, they are getting more damage than I am. In this sense, ferrothorn is my team's primary physical wall.
Deviance (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Trick
- Hidden Power [Ice]
This is the newest addition to my team. Originally Specs Latios, who was replaced by Keldeo, who was replaced by Nasty Plot Thundurus. Thundurus, while hitting hard as hell, didn't have the bulk to get a boost and sweep reliably, which was worsened by a stealth rocks weakness. Prankster thunder wave wasn't cutting it to get me the boost. Also, my team was desperately struggling with the absurdly common presence of Talonflame, my strange Chansey counter being the only semi-reliable method of doing so, and that wasn't working too well. Priority Brave Bird was absolutely trashing me. So I got rotom wash. And I love it. Enough bulk and resistance to both of ferrothorns threats while giving me the valuable electric type attack I needed for threats like Keldeo and flying types. Volt switch gives me great offensive momentum coming off a respectable special attack stat, and hydro pump hits hard when I can afford to stay in, and hits super effective on ground types that I won't be able to volt switch out of. Trick was a kind of iffy move for me, as I didn't really imagine I'd get a whole lot of opportunities to use it effectively, but boy was I wrong. Used on the right pokemon, specifically pokemon with a stall-oriented style, tricking on a choice scarf essentially removes that pokemon from the game, period. What good does giving your cosmic power Clefable a choice scarf do? Nothing. Ferrothorn? Sorry. Chansey? No eviolite, no wishing, done. HP ice is the only move I'm eh about. I haven't even been able to OHKO garchomp with it. The only thing its good for is a reliable way to get rid of opposing momentum pokemon Landorus-T, who can usually be disposed of with Hydro Pump assuming it hits anyways. I've considered replacing it with thunderbolt to hit harder. This is what i really need thoughts on.
I'm looking for help and suggestions just about anywhere I can get it. If I had to ask for something specific, it would probably be specific EVs on Rotom wash, maybe a better alternative over hp ice. Thanks in advance!
Last edited: