This team is themed with Dragon. It isn't mono-type, just a team based around the Dragon-ish pokemon out there. Bulky Waters definitely screw me up as well as Kingdra. I've been contemplating MixMence > MixNite, but that won't really help me against Suicune and Kingdra. Maybe I could Latias somewhere?
If you can make a case for the pokemon being Dragon-ish, then I am cool to use it.
Buddy (Aerodactyl) (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Fang
- Taunt
- Stone Edge
- Stealth Rock
My basic lead. My team has enough EQ support so I decided on Ice Fang for Gliscor. Taunt prevents set up and Stone Edge gets STAB. This is a typical Sash-Lead. Not much to say.
Oh Gee (Dragonite) (M) @ Life Orb
Ability: Inner Focus
EVs: 112 Atk/200 Spd/196 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Thunderbolt / Flamethrower
- Roost
- Superpower
MixNite. I considered MixMence but I wanted to give this classic a try. Superpower and Draco Meteor have great damage potential and Thunderbolt smacks around those cheeky Water-Types who think they can just Ice Beam. Flamethrower helps with the Bronzong but my team gets ball-touched by Bulky Water types.
Skids (Arcanine) (M) @ Leftovers
Ability: Intimidate
EVs: 240 HP/168 Def/72 Spd/28 SAtk
Bold nature (+Def, -Atk)
- Fire Blast
- Protect
- Will-o-wisp
- Hidden Power [Ground]
Read your lore if you don't get this reference. I chose to go Bulky to take Ice Shard/Bullet Punch. This guy is built to get the jump and keep those Ice-Types at bay. After Flygon scouts around, this beast can HP: Ground on the switch...the damage is delicious.
Wyrmz (Steelix) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/120 Atk/136 SDef
Relaxed nature (+Def, -Spd)
- Roar
- Toxic
- Gyro Ball
- Earthquake
While not a great check on ice, Steelix serves as a means to counter Dragon and Rock for sure. Toxic is great to get in on a switch. Relaxed makes Gyro Ball just a little more sexual. Normally, you'd have Stealth Rock on this Pokemon but I figure Aero would have done that job. Roar keeps Pokemon like Swampert from thinking they can jump in and SleepCurse.
Stanly (Flygon) (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
- Earthquake
- Fire Blast
- Outrage
- U-turn
Flygon has a lot a potential as a Choice Scarfing pokemon. U-turn provides me a great scout as well as dealing some damage. Fire Blast gives me some insurance against Bronzong. Eh, I've been bouncing between this and the Choice Band variant.
Erotic (Milotic) (M) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/240 Def/16 SAtk
Modest nature (+SAtk, -Atk)
- Rest
- Sleep Talk
- Toxic
- Surf
Changed to Milotic to remove a further Dragon weakness. That brings the Ice and Water resist up one. RestTalk helps activate that Marvel Scale and Toxic eats other bulky waters. Especially non-Rest Suicune. Surf is STAB and hits those Steels that resist, bar Empoleon, for some sensual damage.
If you can make a case for the pokemon being Dragon-ish, then I am cool to use it.
Buddy (Aerodactyl) (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Fang
- Taunt
- Stone Edge
- Stealth Rock
My basic lead. My team has enough EQ support so I decided on Ice Fang for Gliscor. Taunt prevents set up and Stone Edge gets STAB. This is a typical Sash-Lead. Not much to say.
Oh Gee (Dragonite) (M) @ Life Orb
Ability: Inner Focus
EVs: 112 Atk/200 Spd/196 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Thunderbolt / Flamethrower
- Roost
- Superpower
MixNite. I considered MixMence but I wanted to give this classic a try. Superpower and Draco Meteor have great damage potential and Thunderbolt smacks around those cheeky Water-Types who think they can just Ice Beam. Flamethrower helps with the Bronzong but my team gets ball-touched by Bulky Water types.
Skids (Arcanine) (M) @ Leftovers
Ability: Intimidate
EVs: 240 HP/168 Def/72 Spd/28 SAtk
Bold nature (+Def, -Atk)
- Fire Blast
- Protect
- Will-o-wisp
- Hidden Power [Ground]
Read your lore if you don't get this reference. I chose to go Bulky to take Ice Shard/Bullet Punch. This guy is built to get the jump and keep those Ice-Types at bay. After Flygon scouts around, this beast can HP: Ground on the switch...the damage is delicious.
Wyrmz (Steelix) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/120 Atk/136 SDef
Relaxed nature (+Def, -Spd)
- Roar
- Toxic
- Gyro Ball
- Earthquake
While not a great check on ice, Steelix serves as a means to counter Dragon and Rock for sure. Toxic is great to get in on a switch. Relaxed makes Gyro Ball just a little more sexual. Normally, you'd have Stealth Rock on this Pokemon but I figure Aero would have done that job. Roar keeps Pokemon like Swampert from thinking they can jump in and SleepCurse.
Stanly (Flygon) (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
- Earthquake
- Fire Blast
- Outrage
- U-turn
Flygon has a lot a potential as a Choice Scarfing pokemon. U-turn provides me a great scout as well as dealing some damage. Fire Blast gives me some insurance against Bronzong. Eh, I've been bouncing between this and the Choice Band variant.
Erotic (Milotic) (M) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/240 Def/16 SAtk
Modest nature (+SAtk, -Atk)
- Rest
- Sleep Talk
- Toxic
- Surf
Changed to Milotic to remove a further Dragon weakness. That brings the Ice and Water resist up one. RestTalk helps activate that Marvel Scale and Toxic eats other bulky waters. Especially non-Rest Suicune. Surf is STAB and hits those Steels that resist, bar Empoleon, for some sensual damage.