Hi guys.
I've got an extreme challenge into my hands: pull a team for a tier I've barely played, in a battle style never played, and to make it worse, I need to fit 3 electric-type mons into this team.
Sounds crazy, isn't it? I accepted the challenge.
So, let's build this team.
TEAM BUILDING:
It all started with a variation of TerraCott combo. Too bad both of them are from higher tiers. Cottonee is even more bulkier than Whimsicott (but lacks leftovers, making it not worth), and Gallade can abuse it's newfound ability known as Justified.
Then, after Cottonee uses Beat Up, I could use some support for that raw power. Also, as Gallade is supposed to spam the EdgeSlide combo (remember, doubles), Ground immunity helps. Unfortunately, having to fit 3 electrics sucks on this, but Raichu can have both Helping Hand and Magnet Rise, so here's my pick.
Another helpful addition would be a levitator. Rotom-S stats (and better typing than Rotom-F)bought me on this one.
Seeing that Rotom-S works wonders with Discharge, another abuser is called. Electvire soon comes to mind.
Now some roles must be performed, and again, Ground-immunity. Electric resistance would be good since Discharge spam. Why not an immunity? Eviolite Gligar slapped on team.
Now, obviously this team has lots of flaws. Gallade can't ohko things even at +6. Raichu can't stay on field that long. This team doesn't have synergy at all. I got to play some OU doubles to learn things, and it soon stroke me that Typhlosion is an awesome doubles lead. Guess what, he's on RU tier, so it quickly went on team.
I come back and check movesets... Beat Up is no longer needed, but now Cottonee can have Prankster Sunny Day... You can see where it's going... Sun setup, Sunny day abuser... why not slap a Cherrim on it?
Then I look back, and see that I don't need Raichu at all. I no longer need to Magnet Rise, and damage support is handed to Cherrim. To make it worse, I can't even find the time to Nasty Plot. Why should I worry about him? On the other hand, Electric options are scarce in RU. Lanturn was chosen due to its ability to soak and spread Discharge like a boss.
THE TEAM AT A GLANCE.
Cottonee @ Heat Rock
Trait: Prankster
EVs: 255 Atk / 255 Spe
Naughty Nature
- U-Turn
- Helping Hand
- Protect
- Sunny Day
Typhlosion @ Choice Scarf
Trait: Blaze
EVs: 252 SAtk / 4 SDef / 252 Spe
Modest Nature
- Eruption
- Focus Blast
- Heat Wave
- Hidden Power [Ground]
This is when I realize this is one of the best leads I could have. Cottonee doesn't have that much to do besides setting up, hence the extremely awkward spread. The idea is to get him dead in the first turn (as most foes try and will attack both foes. It's a shame that Drought is banned (?), otherwise Vulpix could do the job by just switching on the first turn). Eruption is a 150-BP, STAB, Sun-boosted move, coming from 348 SAtk, which can and will damage most lead matchups. Other moves are fillers, and just in case I have to switch him out and in again.
Cherrim @ Life Orb
Trait: Flower Gift
EVs: 4 HP / 252 SAtk / 252 Spe
Modest nature
- Solarbeam
- Weather Ball
- Helping Hand
- Sunny Day
Cherrim is the perfect helper in sun. Solarbeam is STAB and Weather Ball is boosted by sun, but it'll most likely be using Helping Hand, to boost even further the power of Eruption. It also has Sunny Day, just in case its needed.
Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 192 Def / 100 SAtk / 176 SDef
Calm Nature
- Rest
- Sleep Talk
- Discharge
- Icy Wind
Ah, the start of my Electric core. Lanturn's main job is to wall things, and buy some time. It has great synergy with either one of the pokémon below. Discharge is always useful due to its great chance of paralyzing a foe. Icy Wind, however, is the spam move of choice. It's side-effect, lowering opponent's speed, is somewhat useful, especially when no one in the team can boost his own speed.. RestTalk is some unreliable recovery, but helps on getting more time for the rest of team.
Rotom-S @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Discharge
- Will-O-Wisp
- Substitute
- Pain Split
Still in the need of finding something better. Electric/Flying is a good typing, even when not using its STAB move of choice. (although Electric/Ghost is better, default Rotom has lower stats). It's an annoyer, and I'm thinking about taking it from team (Stunfisk, Magneton or Manectric are choices, but no one is that appealing - remember, I need to have 3 electrics, so it must have this type).
Electvire @ Expert Belt
Trait: Motor Drive
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake/Fire Punch
- Cross Chop
- Wild Charge
- Ice Punch
Late-Game Sweeper. Never this expression could make more sense. It loves Discharge support from the team, and once it reaches +1, not much can be done. Expert Belt is the key item, as it gives Life Orb added damage nearly all of the time (doubles makes it better, so I can choose the best target to get the item boost), but without recoil. Fire Punch is listed for if/when I take Rotom out of the team, but Earthquake can be a lot useful as a last-ditch effort.
Opinions? Changes? Where should I tweak?
Also, could you check these effort spreads? I can't make calculations, so if you have some better idea, spread the word...
I've got an extreme challenge into my hands: pull a team for a tier I've barely played, in a battle style never played, and to make it worse, I need to fit 3 electric-type mons into this team.
Sounds crazy, isn't it? I accepted the challenge.
So, let's build this team.
TEAM BUILDING:
It all started with a variation of TerraCott combo. Too bad both of them are from higher tiers. Cottonee is even more bulkier than Whimsicott (but lacks leftovers, making it not worth), and Gallade can abuse it's newfound ability known as Justified.


Then, after Cottonee uses Beat Up, I could use some support for that raw power. Also, as Gallade is supposed to spam the EdgeSlide combo (remember, doubles), Ground immunity helps. Unfortunately, having to fit 3 electrics sucks on this, but Raichu can have both Helping Hand and Magnet Rise, so here's my pick.



Another helpful addition would be a levitator. Rotom-S stats (and better typing than Rotom-F)bought me on this one.




Seeing that Rotom-S works wonders with Discharge, another abuser is called. Electvire soon comes to mind.





Now some roles must be performed, and again, Ground-immunity. Electric resistance would be good since Discharge spam. Why not an immunity? Eviolite Gligar slapped on team.






Now, obviously this team has lots of flaws. Gallade can't ohko things even at +6. Raichu can't stay on field that long. This team doesn't have synergy at all. I got to play some OU doubles to learn things, and it soon stroke me that Typhlosion is an awesome doubles lead. Guess what, he's on RU tier, so it quickly went on team.






I come back and check movesets... Beat Up is no longer needed, but now Cottonee can have Prankster Sunny Day... You can see where it's going... Sun setup, Sunny day abuser... why not slap a Cherrim on it?






Then I look back, and see that I don't need Raichu at all. I no longer need to Magnet Rise, and damage support is handed to Cherrim. To make it worse, I can't even find the time to Nasty Plot. Why should I worry about him? On the other hand, Electric options are scarce in RU. Lanturn was chosen due to its ability to soak and spread Discharge like a boss.






THE TEAM AT A GLANCE.


Cottonee @ Heat Rock
Trait: Prankster
EVs: 255 Atk / 255 Spe
Naughty Nature
- U-Turn
- Helping Hand
- Protect
- Sunny Day
Typhlosion @ Choice Scarf
Trait: Blaze
EVs: 252 SAtk / 4 SDef / 252 Spe
Modest Nature
- Eruption
- Focus Blast
- Heat Wave
- Hidden Power [Ground]
This is when I realize this is one of the best leads I could have. Cottonee doesn't have that much to do besides setting up, hence the extremely awkward spread. The idea is to get him dead in the first turn (as most foes try and will attack both foes. It's a shame that Drought is banned (?), otherwise Vulpix could do the job by just switching on the first turn). Eruption is a 150-BP, STAB, Sun-boosted move, coming from 348 SAtk, which can and will damage most lead matchups. Other moves are fillers, and just in case I have to switch him out and in again.

Cherrim @ Life Orb
Trait: Flower Gift
EVs: 4 HP / 252 SAtk / 252 Spe
Modest nature
- Solarbeam
- Weather Ball
- Helping Hand
- Sunny Day
Cherrim is the perfect helper in sun. Solarbeam is STAB and Weather Ball is boosted by sun, but it'll most likely be using Helping Hand, to boost even further the power of Eruption. It also has Sunny Day, just in case its needed.

Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 192 Def / 100 SAtk / 176 SDef
Calm Nature
- Rest
- Sleep Talk
- Discharge
- Icy Wind
Ah, the start of my Electric core. Lanturn's main job is to wall things, and buy some time. It has great synergy with either one of the pokémon below. Discharge is always useful due to its great chance of paralyzing a foe. Icy Wind, however, is the spam move of choice. It's side-effect, lowering opponent's speed, is somewhat useful, especially when no one in the team can boost his own speed.. RestTalk is some unreliable recovery, but helps on getting more time for the rest of team.

Rotom-S @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Discharge
- Will-O-Wisp
- Substitute
- Pain Split
Still in the need of finding something better. Electric/Flying is a good typing, even when not using its STAB move of choice. (although Electric/Ghost is better, default Rotom has lower stats). It's an annoyer, and I'm thinking about taking it from team (Stunfisk, Magneton or Manectric are choices, but no one is that appealing - remember, I need to have 3 electrics, so it must have this type).

Electvire @ Expert Belt
Trait: Motor Drive
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake/Fire Punch
- Cross Chop
- Wild Charge
- Ice Punch
Late-Game Sweeper. Never this expression could make more sense. It loves Discharge support from the team, and once it reaches +1, not much can be done. Expert Belt is the key item, as it gives Life Orb added damage nearly all of the time (doubles makes it better, so I can choose the best target to get the item boost), but without recoil. Fire Punch is listed for if/when I take Rotom out of the team, but Earthquake can be a lot useful as a last-ditch effort.
Opinions? Changes? Where should I tweak?
Also, could you check these effort spreads? I can't make calculations, so if you have some better idea, spread the word...