So I decided that I wanted to play again, cause why not. Anyways I don't think I really know what I'm doing but the team I've used so far has managed to get me into the 1500 so now I've come here for help.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Poison Jab
- Swords Dance
Really good wall breaker, 96% of the time I never send it out first but I use Garchomp to threaten force switches to gain a edge on my opponent. Poison Jab is just there to catch grass types and Tapu Bulu off guard. Sword Dance to power up and break past walls, and Dragonium Z for a one time nuke to get rid of annoying threats to my team. I'm usally forced to switch often if I try playing this with potential scarfed or faster ice beam/hidden power pokemo on the field.
Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Rock Slide
- U-turn
- Ice Beam
- Spikes
Has been pretty useful, a really good revenge killer for my team when facing set up sweepers like non mega gyrados or mega charizard X with rock slide. U-turn to keep the momentum on predicted switches. Ice beam cause it is a pretty good coverage move, takes care or tempts other players to switch out their pokemon, and spikes because wearing my opponent down greatly aids in the success of my team. But for the majority of my battles, I don't even end up using spikes, I just use the other three moves so I'm considering changing that.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 196 SpD / 64 Spe
Careful Nature
- Wish
- Iron Head
- U-turn
- Healing Wish
Great Tapu lele check, tanks and eats up physics like they are nothing, and can easily retaliate with wish and u-turn off or just iron head away. Also when I'm low, I can use Healing Wish once Jirachi is useless. A great support pokemon but lately I've been using it more as a Tapu lele check so I'm considering changing healing wish maybe into stealth rocks but I really don't know.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Pain Split
- Will-O-Wisp
Offers a nice relief from ground attacks (except Zygarde) and I really needed a hazard removal, cause as I was playing with this team hazards got super annoying for me. Volt switch for momentum and wilo wisp to cripple set up sweepers or defensive pokemon. Pain Split for healing when I'm low. I feel like this guy could change but like I said before I really don't know what I'm doing. Heatran can be a bit of a pain to deal with since I lack hydro pump, so I just volt switch outta there.
Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Swords Dance
I found this set to be more fun than I thought, but I learn through the hard way of not getting rid of my opponents defoggers or rapid spinners before using explosion to nuke. This is dead most of the time before even mid game but it always has taken another pokemon out for me so it serves it's job well. Sword Dance for breaking past fat walls, and stealth rocks cause it helps put a lot of pokemon in OHKO range for my team.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack
I wouldn't say my team lacks speed but greninja is locked into a move once it uses it, so I decided to get a heavy hitting priority abusing nuke. It's been pretty good, takes care of heatran, grass types, and many more pokemon even after just a single sword dance, and after two it becomes nearly unstoppable. Zapados stops it pretty hard though but usually I save it for late game and by then my Landorus or Garchomp has nuked it with Z-Outrage or Explosion, or chip damage has weaked it enough with stealth rocks on the field. In all I really like it.
I'm open for suggestions so please help me.
Thanks!
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Poison Jab
- Swords Dance
Really good wall breaker, 96% of the time I never send it out first but I use Garchomp to threaten force switches to gain a edge on my opponent. Poison Jab is just there to catch grass types and Tapu Bulu off guard. Sword Dance to power up and break past walls, and Dragonium Z for a one time nuke to get rid of annoying threats to my team. I'm usally forced to switch often if I try playing this with potential scarfed or faster ice beam/hidden power pokemo on the field.
Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Rock Slide
- U-turn
- Ice Beam
- Spikes
Has been pretty useful, a really good revenge killer for my team when facing set up sweepers like non mega gyrados or mega charizard X with rock slide. U-turn to keep the momentum on predicted switches. Ice beam cause it is a pretty good coverage move, takes care or tempts other players to switch out their pokemon, and spikes because wearing my opponent down greatly aids in the success of my team. But for the majority of my battles, I don't even end up using spikes, I just use the other three moves so I'm considering changing that.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 196 SpD / 64 Spe
Careful Nature
- Wish
- Iron Head
- U-turn
- Healing Wish
Great Tapu lele check, tanks and eats up physics like they are nothing, and can easily retaliate with wish and u-turn off or just iron head away. Also when I'm low, I can use Healing Wish once Jirachi is useless. A great support pokemon but lately I've been using it more as a Tapu lele check so I'm considering changing healing wish maybe into stealth rocks but I really don't know.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Pain Split
- Will-O-Wisp
Offers a nice relief from ground attacks (except Zygarde) and I really needed a hazard removal, cause as I was playing with this team hazards got super annoying for me. Volt switch for momentum and wilo wisp to cripple set up sweepers or defensive pokemon. Pain Split for healing when I'm low. I feel like this guy could change but like I said before I really don't know what I'm doing. Heatran can be a bit of a pain to deal with since I lack hydro pump, so I just volt switch outta there.
Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Swords Dance
I found this set to be more fun than I thought, but I learn through the hard way of not getting rid of my opponents defoggers or rapid spinners before using explosion to nuke. This is dead most of the time before even mid game but it always has taken another pokemon out for me so it serves it's job well. Sword Dance for breaking past fat walls, and stealth rocks cause it helps put a lot of pokemon in OHKO range for my team.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack
I wouldn't say my team lacks speed but greninja is locked into a move once it uses it, so I decided to get a heavy hitting priority abusing nuke. It's been pretty good, takes care of heatran, grass types, and many more pokemon even after just a single sword dance, and after two it becomes nearly unstoppable. Zapados stops it pretty hard though but usually I save it for late game and by then my Landorus or Garchomp has nuked it with Z-Outrage or Explosion, or chip damage has weaked it enough with stealth rocks on the field. In all I really like it.
I'm open for suggestions so please help me.
Thanks!
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