This is the first generation where I've genuinely got no idea how the hell to build a team. I've been playing since PokeMon yellow, with the exception of D/P/Pt. This it the first generation where everything just seems to have some stupid shut down button. Between the defog buff, weather nerf, steel nerf, and the new type, I'm having a hard time "covering all my bases" so to speak. Been playing with this for about 3 weeks now, but could use some advice.
(Imperator) Tyranitar @ Tyranitarite
Ability: Sand Stream
Nature: Jolly
EVs: 252 HP/252 Spe/4 Atk
-Crunch
-Earthquake
-Stone Edge
-Dragon Dance
With the glorious combination of the eternal EdgeQuake combination, and a less-frequently-resisted STAB in Crunch, Tyranitar has little to fear other than fighting type moves on the switch, and fighting type priority moves after a few spins on the dance floor. I decided on HP to give myself as many opportunities to boost as humanly possible. I'm sure there is a more optimal spread though, so that's probably one of my biggest requests.
(NaNaNaBatman) Gliscor Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 244 HP/252 Def/ 8 Spe
-Toxic
-Protect
-Substitute
-Earthquake
I like having EQ, as it allows me to finish off many opponents several turns earlier than I would otherwise be able to simply with toxic/protect. The extra def EVs are to provide as much bulk as possible, HP ev gives best recovery from poison heal.
(Prikle Tikle) Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EVs: HP 252/Def 252/Atk 4
IVs: Spe 0
-Gyro Ball
-Power Whip
-Stealth Rock/Protect
-Leech Seed
Ah, Ferrothorn. How I love thee. Though I miss the perfect resist coverage of the Jellicent/Ferro defensive core from last gen, this ballin' little bastard remains a core part of any team I can think of. I run stealth rock as my only hazard due to the fact that I don't really have anything to deal with defog, and lack a spin blocker. Also, it allows me to do things like break DNites multiscale, break sashes, and punish Charizard and Talonflame for daring to oppose me. I use Ferrothorn as a sort of rapid-spin-punisher as well, as you take 25% simply for using a (very low damage) move. With prediction and swaps, I seem to have a knack for killing most spinners with relative ease. EVS/Nature are to maximize the sheer damage potential of Gyro Ball, which I believe is often understated. Power Whip is for finishing off annoying water types, which my team isn't excessively prepared to deal with. Leech seed is just awesome.
(Fantasia) Hippowdon @Smooth Rock
Ability: Sand Stream
Nature: Impish
EVs: HP 252/Def 252/Attack 4
- Earthquake
- Whirlwind
- Slack Off
-Ice Fang/Stealth Rock
EQ is a solid and beloved stab, slack off is recovery, whirlwind is this team's only phaze move, and Ice Fang is a solid tool for crushing Dragonites, garchomps, and un-subbed Gliscors. Stealth rock is... Well, stealth rock. Having a second setter couldn't hurt, and Fantasia would be a better leader, but I'm not sure if it's necessary.
(Hans) Excadrill @ Air Balloon
Ability: Sand Rush
Nature: Adamant
EVS: Attack 252/HP 4/Spe 252
-Rapid Spin
-Earthquake
-Rock Slide
-Swords Dance
Rapid spinner, boost sweeper, bane of all things that step into his sandy domain. Just a few descriptors of the death mole. EVs allow him to outspeed anything unboosted whilst in the sand, and allow for maximum bulk. EdgeQuake is the best coverage pair accessible to this terrifying little rodent, and swords dance is here because when I hit things, I like to watch them break.
(Bigger Jaws) Garchomp @ Life Orb
Ability: Sand Veil
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
-Outrage
-Crunch
-Earthquake
-Swords Dance
Even jaws and big jaws teaming up would have a hard time enduring the sand dragon's wrath. This guy is basically my clean up crew. I hate the miss chance of stone edge, and crunch helps me hit reuniclus harder, a pokemon that gives me trouble otherwise in the off chance the stars align and focus miss defies its nickname.
But um... Heh.
What do you see as my major weaknesses? I'd like to keep as much of a sand theme in here as possible, it's always been my favorite weather option. And I don't like sand dying just because rain and sun were so ridiculous last gen...
Former 'mon, special considerations
Calm Mind Reuniclus
Eviolite Chansey
Choice Band Azumarill
Air Balloon Heatran
Calm, Max defense investment Jellicent w/ Will O wisp, Surf, Shadow ball, and recover
Things I have problems with:
Strong focus sash special attackers like Alakazam & Gengar
Fast/Prankster Taunt
Mega Venusaur (I PP Stall then take them by surprise with a sudden switch)
I lack priority.
(Imperator) Tyranitar @ Tyranitarite
Ability: Sand Stream
Nature: Jolly
EVs: 252 HP/252 Spe/4 Atk
-Crunch
-Earthquake
-Stone Edge
-Dragon Dance
With the glorious combination of the eternal EdgeQuake combination, and a less-frequently-resisted STAB in Crunch, Tyranitar has little to fear other than fighting type moves on the switch, and fighting type priority moves after a few spins on the dance floor. I decided on HP to give myself as many opportunities to boost as humanly possible. I'm sure there is a more optimal spread though, so that's probably one of my biggest requests.
(NaNaNaBatman) Gliscor Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 244 HP/252 Def/ 8 Spe
-Toxic
-Protect
-Substitute
-Earthquake
I like having EQ, as it allows me to finish off many opponents several turns earlier than I would otherwise be able to simply with toxic/protect. The extra def EVs are to provide as much bulk as possible, HP ev gives best recovery from poison heal.
(Prikle Tikle) Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EVs: HP 252/Def 252/Atk 4
IVs: Spe 0
-Gyro Ball
-Power Whip
-Stealth Rock/Protect
-Leech Seed
Ah, Ferrothorn. How I love thee. Though I miss the perfect resist coverage of the Jellicent/Ferro defensive core from last gen, this ballin' little bastard remains a core part of any team I can think of. I run stealth rock as my only hazard due to the fact that I don't really have anything to deal with defog, and lack a spin blocker. Also, it allows me to do things like break DNites multiscale, break sashes, and punish Charizard and Talonflame for daring to oppose me. I use Ferrothorn as a sort of rapid-spin-punisher as well, as you take 25% simply for using a (very low damage) move. With prediction and swaps, I seem to have a knack for killing most spinners with relative ease. EVS/Nature are to maximize the sheer damage potential of Gyro Ball, which I believe is often understated. Power Whip is for finishing off annoying water types, which my team isn't excessively prepared to deal with. Leech seed is just awesome.
(Fantasia) Hippowdon @Smooth Rock
Ability: Sand Stream
Nature: Impish
EVs: HP 252/Def 252/Attack 4
- Earthquake
- Whirlwind
- Slack Off
-
EQ is a solid and beloved stab, slack off is recovery, whirlwind is this team's only phaze move, and Ice Fang is a solid tool for crushing Dragonites, garchomps, and un-subbed Gliscors. Stealth rock is... Well, stealth rock. Having a second setter couldn't hurt, and Fantasia would be a better leader, but I'm not sure if it's necessary.
(Hans) Excadrill @ Air Balloon
Ability: Sand Rush
Nature: Adamant
EVS: Attack 252/HP 4/Spe 252
-Rapid Spin
-Earthquake
-Rock Slide
-Swords Dance
Rapid spinner, boost sweeper, bane of all things that step into his sandy domain. Just a few descriptors of the death mole.
(Bigger Jaws) Garchomp @ Life Orb
Ability: Sand Veil
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
-Outrage
-Crunch
-Earthquake
-Swords Dance
Even jaws and big jaws teaming up would have a hard time enduring the sand dragon's wrath. This guy is basically my clean up crew. I hate the miss chance of stone edge, and crunch helps me hit reuniclus harder, a pokemon that gives me trouble otherwise in the off chance the stars align and focus miss defies its nickname.
But um... Heh.
What do you see as my major weaknesses? I'd like to keep as much of a sand theme in here as possible, it's always been my favorite weather option. And I don't like sand dying just because rain and sun were so ridiculous last gen...
Former 'mon, special considerations
Calm Mind Reuniclus
Eviolite Chansey
Choice Band Azumarill
Air Balloon Heatran
Calm, Max defense investment Jellicent w/ Will O wisp, Surf, Shadow ball, and recover
Things I have problems with:
Strong focus sash special attackers like Alakazam & Gengar
Fast/Prankster Taunt
Mega Venusaur (I PP Stall then take them by surprise with a sudden switch)
I lack priority.
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