I'd like some feedback on this team, because it feels like it has all the components, but I still lose a lot, so I'm wondering whether I'm bad or whether my team is bad (for reference I'm floating around 1200 so it's actually not even a question whether I'm bad; but it's still a question whether the team is bad). The idea is that I like the Reginalds, so I tried to make a team with it. It's a sandless spikes balance team. I'll go over the ideas one mon at a time.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 212 Def / 28 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Dragon Breath
- Protect
- Wish
Reginalds appreciate wish support. Physdef mence provides wish support and a super fighting switch-in. I lead with it because it pretends to be a more offensive mence. I like dbreath over dclaw to use into unrevealeds and try to get a para on gar in particular. 16 speed is to outspeed all adamant metas; 28 spa is to guarantee a 2-shot on 128 hp cb meta with flamethrower. On this team I like to protect turn one against meta lead, and then flamethrower it - chunking cb meta really helps starmie take care of it later.
Regi N. Rockyfella (Regirock) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Impish Nature
- Hidden Power [Rock]
- Earthquake
- Superpower
- Explosion
Reginald I. 252 atk impish still 1-shots all tars with superpower, so I prefer impish for extra bulk. I'm finding that this is not as good as a charizard switch-in as I'd like it to be, since it can just hp grass for 40% and then switch. Still super reliable into many tars and lax.
Regi N. Icenhower (Regice) @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 20 HP / 212 Atk / 176 SpA / 100 Spe
Gentle Nature
- Ice Beam
- Thunderbolt
- Superpower
- Explosion
Reginald II. I might have overcooked with this set. 100 speed EVs put it at 161 speed, outspeeding slow tars, perts, and many blisseys. 212 atk gives boom a 87.8 - 103.5 roll on modest bliss, always killing after a spike in sand. 176 spa means that superpower kills all tars that switch into an ice beam and 1 spike. 20 hp and +spdef nature is for special bulk. This set has no physical bulk at all since it uses a gentle nature, which makes it bad into pert. Into tar I almost always superpower to chunk it iff not kill it outright; they almost never actually slide into this thing.
Skarmory @ Leftovers
Ability: Keen Eye
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Drill Peck
- Spikes
- Roar
- Protect
It makes spikes.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe
Calm Nature
IVs: 2 Atk / 30 SpA
- Psychic
- Hidden Power [Grass]
- Leech Seed
- Recover
Secondary switch-in to waters and electrics. Also helps against gar. I run spd on it since I already have physdef mence, skarm, and Reginald Rock.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Thunderbolt
- Rapid Spin
Spinner and cleaner. I hate pump and will not use it. Modest helps with surf.
I seem (from a small sample size of games) to run into the issue of not being able to nail gar - starmie doesn't quite 2-shot def gar, and off gar outspeeds and threatens bolt. I tend to switch the two nat cure mons around to try and nail it with something, but I haven't really been able to nail it with dbreath mence for instance. I also have problems into blissey if I can't get Reginald Ice to kill it; I don't want to switch Reginald Rock into it due to status.
I'm wondering if there's something fundamental wrong with this team, or if I'm just playing it incorrectly. I suspect not wanting timid pump starmie is creating some issues for me, but I cannot use pump on anything without wanting to tear my hair out.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 212 Def / 28 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Dragon Breath
- Protect
- Wish
Reginalds appreciate wish support. Physdef mence provides wish support and a super fighting switch-in. I lead with it because it pretends to be a more offensive mence. I like dbreath over dclaw to use into unrevealeds and try to get a para on gar in particular. 16 speed is to outspeed all adamant metas; 28 spa is to guarantee a 2-shot on 128 hp cb meta with flamethrower. On this team I like to protect turn one against meta lead, and then flamethrower it - chunking cb meta really helps starmie take care of it later.
Regi N. Rockyfella (Regirock) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Impish Nature
- Hidden Power [Rock]
- Earthquake
- Superpower
- Explosion
Reginald I. 252 atk impish still 1-shots all tars with superpower, so I prefer impish for extra bulk. I'm finding that this is not as good as a charizard switch-in as I'd like it to be, since it can just hp grass for 40% and then switch. Still super reliable into many tars and lax.
Regi N. Icenhower (Regice) @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 20 HP / 212 Atk / 176 SpA / 100 Spe
Gentle Nature
- Ice Beam
- Thunderbolt
- Superpower
- Explosion
Reginald II. I might have overcooked with this set. 100 speed EVs put it at 161 speed, outspeeding slow tars, perts, and many blisseys. 212 atk gives boom a 87.8 - 103.5 roll on modest bliss, always killing after a spike in sand. 176 spa means that superpower kills all tars that switch into an ice beam and 1 spike. 20 hp and +spdef nature is for special bulk. This set has no physical bulk at all since it uses a gentle nature, which makes it bad into pert. Into tar I almost always superpower to chunk it iff not kill it outright; they almost never actually slide into this thing.
Skarmory @ Leftovers
Ability: Keen Eye
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Drill Peck
- Spikes
- Roar
- Protect
It makes spikes.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 64 Def / 40 SpA / 120 SpD / 32 Spe
Calm Nature
IVs: 2 Atk / 30 SpA
- Psychic
- Hidden Power [Grass]
- Leech Seed
- Recover
Secondary switch-in to waters and electrics. Also helps against gar. I run spd on it since I already have physdef mence, skarm, and Reginald Rock.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Thunderbolt
- Rapid Spin
Spinner and cleaner. I hate pump and will not use it. Modest helps with surf.
I seem (from a small sample size of games) to run into the issue of not being able to nail gar - starmie doesn't quite 2-shot def gar, and off gar outspeeds and threatens bolt. I tend to switch the two nat cure mons around to try and nail it with something, but I haven't really been able to nail it with dbreath mence for instance. I also have problems into blissey if I can't get Reginald Ice to kill it; I don't want to switch Reginald Rock into it due to status.
I'm wondering if there's something fundamental wrong with this team, or if I'm just playing it incorrectly. I suspect not wanting timid pump starmie is creating some issues for me, but I cannot use pump on anything without wanting to tear my hair out.
