Epic Classic Style Team

Rate ahead and rip it apart please. (changes in bold)

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Salamence @ Choice Band
Ability: Intimidate
EVs: 4 HP/ 252 Atk / 252 Spd
Adamant nature (+Atk, -SpA)
- Dragon Claw
- Earthquake
- Flamethrower
- Rock Slide

A powerhouse starter with Intimidate, a lot of resists help it switch in later to deal blows. A problem with the guy is that Bronzong or Swampert starters means they get a free Stealth Rock in. In such a case, I would immediately switch to...

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Starmie @ Leftovers
Ability: Natural Cure
EVs: 160 HP / 132 SpA / 216 Spd
Timid nature (+Spd, -Atk)
- Surf
- Thunder Wave
- Thunderbolt
- Recover

CounterStarmie. Paralyzes things like Weavile or Raikou switch-ins, as well as Gyarados, while scaring Garchomp. Although I wanted the EVs to suggest a bulkier Starmie to take hits from stuff like Swampert, Skarmory and Hippowdon better, the 216 speed and Timid seems necessary to beat finish off Gengars and Infernapes.

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Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 108 Def / 148 SpA
Relaxed nature (+Def, -Spd)
- Hydro Pump
- Ice Beam
- Earthquake
- Stealth Rock

Tyranitar / Garchomp and non-HP Grass Electrics counter. Slightly shaky with Garchomp but I've pumped in some Special Attack for Swampert to work with to OHKO LO Chomp with Ice Beam. Usually comes in relatively early to set up the Stealth Rock.

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Heracross @ Choice Band
Ability: Guts
EVs: 104 HP / 252 Atk / 152 Spd
Adamant nature (+Atk, -SpA)
- Megahorn
- Close Combat
- Stone Edge
- Sleep Talk

A sleep absorber of sorts, and the other damage dealer of the team. It takes care of the Waters, Bronzongs and Skarmories Salamence can't beat down upon so easily. He can come easily upon Celebi without Psychic and stuff like Milotic, which wall my Starmie and Swampert.

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Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 88 Atk / 100 Def / 176 SpD
Careful nature (+SpD, -SpA)
- Body Slam
- Curse
- Rest
- Crunch

CurseLax soaks up most special attacks, especially those from Heatran. Otherwise, the standard way of dealing with annoying people like Zapdos or Mixpert. If all else fails, I can hope upon last poke Snorlax to win the day.

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Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 60 Atk / 196 Def
Impish nature (+Def, -SpA)
- Spikes
- Roost
- Whirlwind
- Brave Bird

Takes care of the Garchomp problem if Swampert falls. Otherwise, standard physical wall to set up the Spikes, and pray that Magnezone is not here.

Issues with the Team:

I can see Gengar posing a threat to my team, which means I have to grab the opportunity to TWave him with Starmie. It's extremely unlikely he'll 2HKO Snorlax though and Snorlax can OHKO after a Stealth Rock though I'll have to watch out when Lax is asleep. Swampert should be able to handle a Shadow Ball and Hydro Pump to deal massive damage back.

A very well played Heracross - both CB or CScarfed - can rip through the team, although Salamence should be able to keep him at bay.

Please rate this team and offer constructive advice!
 
Hmmmm, well first off I love the Adv feel of the team...CBmence...fond memories. Anyway, I can see you having trouble with faster, special sweepers who can get by Snorlax. Namely, Nasty Plot Azelf. Since CBmence hits hard enough, I might suggest a Choice Scarf on Heracross--or vice-versa, Scarf on Mence and CB on Hera. That way you have a relatively fast revenge-killer.

I'm also not so sure about Thunder Wave over Thunderbolt or Ice Beam on Starmie. Actually, TauntDDGyara runs through your whole team at the moment, so I would probably suggest Thunderbolt over T-wave.
 
Salamence: I'm not feeling the CB Mence. It's too slow to pull that off; I would suggest a ScarfMence, keeping it physical. You have Flamethrower on Salamence; make his nature Lonely / Naughty.

Starmie: ThunderWave over Thunderbolt / Ice Beam is a huge no no. A Gyrados could make a lot of your team eat shit right now, so I would suggest Thunderbolt.

Swampert: I don't agree with Hydro Pump, seeing as how it misses quite a lot. Slap Surf there. Another suggestion would be to try out Hidden Power Ground instead of Earthquake, you get the STAB and this way you utilize the Sp. Attack EV's. I'm not sure of a damage calculator right now, it's just an idea.

Heracross: Good, standard.

Snorlax: Another solid pokemon.

Skarmory: Another standard set-up.
 
I'd give Salamence a Naughty nature... it's not taking ice beams well anyways, so may as well keep its defense up to switch into fighting attacks thrown at lax easier easier (196 defense, even with intimidate, isn't much).

I don't see Starmie with T-wave being so good... just put Thunderbolt, to give you an answer to Gyarados (Who can REALLY give you're team problems right now, as Snorlax doesn't like intimidate, Skarm will get taunted, and Swampert can't really dent it. That and the 2 pokemon you have that CAN hit Gyarados hard, are both banded, meaning when it comes in you may be locked onto the move you don't want).

Also, Mixape is a problem here too... hits Snorlax HARD with Clsoe combat, Hera with Flamethrower, and can hit Swampert with Grass knot (Or Salamence with HP Ice, but it can't do both at once).

I suggest putting a Scarf on Heracross. Switch it into a status (Read: Not paralysis) and its attack will go up, making you both powerful and fast. Also, if it has a status on, you can still switch it into sleep moves, and it will be unaffected as the 2 status' won't overlap. So, you can remove Sleep Talk to make room for pursuit to catch foe's switching, or night slash for a reliable move on ghosts/psychic's. It also let's you revenge kill Infernape if you need to, in case Starmie goes down early.

Swampert's EQ will still do more than HP Ground in most (If not all) cases, so keep that.

The team seems solid to me...
 
Also, Mixape is a problem here too... hits Snorlax HARD with Clsoe combat, Hera with Flamethrower, and can hit Swampert with Grass knot (Or Salamence with HP Ice, but it can't do both at once).

Of course it can. Without nasty plotting and with both moves, its an even bigger and more immediate threat than the plotter.

I have to question whether you even need a rapid spinner, as the only Pokemon particularly weak to the entry hazards is Salamence. Swampert and Hera resist SR and the other two can take a little damage if you're switching them in right.

Perhaps you could use a special-oriented or Light Screening Cresselia instead of Snorlax, and something else instead of Starmie. Takes care of Infernape and Heatran and the like.
 
I agree with ExoM7, spinning is a dangerous and unnessecary tactic on this team. Btw Exo, hera is neutral to Stealth Rocks due to bug type. Consider this scenario: Your opponent rocks you while you switch in starm. You spin, and your opponent sends in Dusknoir/Spiritomb/Gengar. Now what? Your starmie is forced out, your opponent still has rocks up, and you have accomplished nothing.

I suggest you make swampert your lead instead to setup your rocks first, and switch to cross if they threaten with sleep. Switch Starmie to Surf, Ice Beam, Thunderbolt, Recover, with Life Orb, to counter Dos and Garchomp. Finally I'd put Swords on Skarm instead of whirlwind, since you've now got two chomp counters. Also, I don't know what kind of experience you've had with curselax, but it really doesn't work anymore. Snorlax can't curse up fast enough to become impervious to physical onslaughts of DP, and rest gives your opponent time to set-up and force you out. The sleep talk version is very useful though, taking special hits well and absorbing sleep, while also spreading paralysis with body slam. Still, there are better special walls out there, my suggestion is togekiss, since this team can do well from para support.
 
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