This team has gone through a lot of changes being that it started with Bisharp (the original mon I based the team around) - Venusaur - Latias - Landorus - Keldeo - Talonflame.
And I've already changed in and out Zapdos, Tentacruel, Clefable, and some other wall. So I'm pretty open to change. Here is the current team:
Bookworm (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Conkeldurr:
Originally Bisharp, Conkeldurr is the focus of this team. Sporting an Assault Vest and 236 EVs in SpD make Conk extremely specially bulky. 20 speed EVs outspeeds Hippowdown, while the rest maximizes damage output. Drain Punch gives me recovery as well as a good STAB move, and Mach Punch is strong STAB priority. Ice Punch for coverage as with Bisharp, Lando and Chomp ran pretty rampant. Knock Off takes off items + handles psychic types.
LukesMom (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom:
At this point I wanted to start building the defensive core and start covering the weaknesses of Conkeldurr. Conk's Flying wouldn't be the biggest problem if it wasn't for a certain firebird... Rotom is the special wall of this team, even though he's supposed to switch into Talonflame, he still does that well enough with a specially based spread, plus this way can take special hits better before it Volt Switches out. The EVs in HP + SpD maximize special bulk to take as much hits as possible. 8 EVs in Spe to fend off speed creepers. Lefties for residual recovery. Hydro Pump as the main STAB option, Volt Switch for STAB + gaining initiative, Pain Split is a semi reliable form of recovery and WillO cripples physical attackers and puts the opponent on a timer.
Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball
Forretress:
Needed: Hazard removal, hazard setting, something to take hits from Azumarill, good physical wall. Not many things fit that bill. After trying to make different things work such as Zapdos and Tentacruel, I went with Forretress. Max HP + max defense + relaxed nature max out physical bulk while strengthening Gyro Ball. Volt Switch for initative, Gyro Ball for STAB/punishing speedy Pokemon, rocks + spin for hazard removal/setting.
Toph (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Landorus:
I needed really good speed on this team so naturally I needed a choice scarfer, so why not go with one of the most overused Pokemon out there - Landorus-T. Earthquake is amazing coverage boosted by STAB and hurts anything not immune. Stone Edge gets Flying types that are immune to the STAB. U-Turn helps keep momentum going. Superpower over Knock Off to take down M-Lopunny, Ferrothorn, etc. Standard EV spread to maximize offensive pressure, with Jolly to outspeed base 90 scarfers.
Waifu (Gardevoir-Mega) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
Gardevoir:
What I was looking for at this point wasn't something that hits specially pretty hard, I wanted something whom's attacks are pretty much a nuke to anything. Originally this was Choice Specs Keldeo but I realized I needed something better to handle Dragons, so after I switched Mega Venusaur for Forretress, my mega slot was open for the absolute monster that is Wallbreaker Mega Gardevoir. Standard EV spread for Wallbreaker Gardevoir, the defense EVs for LO Latios' Psyshock being a 3HKO, speed maxed out with a Timid nature, and the rest to hit as hard as possible. Hyper Voice is nuke STAB option that nothing really likes switching into. Psyshock hits the special walls harder, and Focus Miss hits Steel types. I bounced back and forth between a few things for the last one. An HP (probably ice/rock), Shadow Ball, Energy Ball, WillO, but eventually settled with Calm Mind since once the Gardevoir checks are gone, she sweeps.
FOB (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- U-turn
Talonflame:
Wanted more priority + way to deal with Scizor (aka fire type). Considered forgoing priority and going Volcorona/Victini but ultimately thought of Talonflame with the best priority move in the game. With a Choice Band, max attack, and an Adamant nature puts offensive capabilities as high as possible. The speed EVs still allow Talonflame to outspeed max base 110s if I was to go for something other than Brave Bird. Flare Blitz + Brave Bird for STAB, U-Turn for momentum, and Steel Wing for Fairy/Rock types (RIP Diancie).
There is a lot of VoltTurn action in this team which helps make my opponents think I'll go for VoltTurn and instead go for the obvious play and OHKO something. I get this team into 1400s no prob, kind of thinking of switching Gardevoir out, but not sure.
And I've already changed in and out Zapdos, Tentacruel, Clefable, and some other wall. So I'm pretty open to change. Here is the current team:
Bookworm (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Conkeldurr:
Originally Bisharp, Conkeldurr is the focus of this team. Sporting an Assault Vest and 236 EVs in SpD make Conk extremely specially bulky. 20 speed EVs outspeeds Hippowdown, while the rest maximizes damage output. Drain Punch gives me recovery as well as a good STAB move, and Mach Punch is strong STAB priority. Ice Punch for coverage as with Bisharp, Lando and Chomp ran pretty rampant. Knock Off takes off items + handles psychic types.
LukesMom (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom:
At this point I wanted to start building the defensive core and start covering the weaknesses of Conkeldurr. Conk's Flying wouldn't be the biggest problem if it wasn't for a certain firebird... Rotom is the special wall of this team, even though he's supposed to switch into Talonflame, he still does that well enough with a specially based spread, plus this way can take special hits better before it Volt Switches out. The EVs in HP + SpD maximize special bulk to take as much hits as possible. 8 EVs in Spe to fend off speed creepers. Lefties for residual recovery. Hydro Pump as the main STAB option, Volt Switch for STAB + gaining initiative, Pain Split is a semi reliable form of recovery and WillO cripples physical attackers and puts the opponent on a timer.
Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball
Forretress:
Needed: Hazard removal, hazard setting, something to take hits from Azumarill, good physical wall. Not many things fit that bill. After trying to make different things work such as Zapdos and Tentacruel, I went with Forretress. Max HP + max defense + relaxed nature max out physical bulk while strengthening Gyro Ball. Volt Switch for initative, Gyro Ball for STAB/punishing speedy Pokemon, rocks + spin for hazard removal/setting.
Toph (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Landorus:
I needed really good speed on this team so naturally I needed a choice scarfer, so why not go with one of the most overused Pokemon out there - Landorus-T. Earthquake is amazing coverage boosted by STAB and hurts anything not immune. Stone Edge gets Flying types that are immune to the STAB. U-Turn helps keep momentum going. Superpower over Knock Off to take down M-Lopunny, Ferrothorn, etc. Standard EV spread to maximize offensive pressure, with Jolly to outspeed base 90 scarfers.
Waifu (Gardevoir-Mega) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
Gardevoir:
What I was looking for at this point wasn't something that hits specially pretty hard, I wanted something whom's attacks are pretty much a nuke to anything. Originally this was Choice Specs Keldeo but I realized I needed something better to handle Dragons, so after I switched Mega Venusaur for Forretress, my mega slot was open for the absolute monster that is Wallbreaker Mega Gardevoir. Standard EV spread for Wallbreaker Gardevoir, the defense EVs for LO Latios' Psyshock being a 3HKO, speed maxed out with a Timid nature, and the rest to hit as hard as possible. Hyper Voice is nuke STAB option that nothing really likes switching into. Psyshock hits the special walls harder, and Focus Miss hits Steel types. I bounced back and forth between a few things for the last one. An HP (probably ice/rock), Shadow Ball, Energy Ball, WillO, but eventually settled with Calm Mind since once the Gardevoir checks are gone, she sweeps.
FOB (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- U-turn
Talonflame:
Wanted more priority + way to deal with Scizor (aka fire type). Considered forgoing priority and going Volcorona/Victini but ultimately thought of Talonflame with the best priority move in the game. With a Choice Band, max attack, and an Adamant nature puts offensive capabilities as high as possible. The speed EVs still allow Talonflame to outspeed max base 110s if I was to go for something other than Brave Bird. Flare Blitz + Brave Bird for STAB, U-Turn for momentum, and Steel Wing for Fairy/Rock types (RIP Diancie).
There is a lot of VoltTurn action in this team which helps make my opponents think I'll go for VoltTurn and instead go for the obvious play and OHKO something. I get this team into 1400s no prob, kind of thinking of switching Gardevoir out, but not sure.
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