Fatboys Balance?

https://pokepast.es/f5995287bf5ce8b9
Attempting to put together a team center d around a defensive core of dusclops and Snorlax. The idea is that clops, with pure ghost typing, high defense, and wil-o-wisp, makes for an excellent switch in against most physical attackers, weakening them with burn to soften them up, and Snorlax makes for an excellent switch in to special attackers, as well as a win-con with curse.

The rest of the team is pretty much built around supporting this core, with magneton to clear skarmory and fortress, fortress to spin, rack up spike damage from how often the core will (ideally) force offensive Pokemon to switch, and houndoom as a perfect answer to Gengar, which Snorlax invites in constantly. Finally, Dragonite is filling the last slot, as the heal bell/aromatherapy user I've found the most success with. Sunny day is present on magneton and houndoom to help doom power through special walls and resists, as well as clear sand for lax and clops.

Dragonite is especially flexible, but I'm open to changing around any member of the team, other than lax and clops of course.

I'm struggling a lot to answer tyranitar cleanly, the fatboys can work together to take out pretty much any Ttar set, but that requires me guessing the set correctly, and with no solid rock resists, that usually costs a Pokemon. Swampert can sometimes be an issue if it comes out after lax or clops has been pressured heavily, but they can usually tag team pert as long as they aren't too worn down.

I've experimented with a few other options, mostly in who is carrying the trifecta of spikes/spin/heal bell supporting moves. Roselia can carry both spikes and aromatherapy, plus leech seed, and slots in nicely with claydoll for a more defensive spinner, or hitmontop for a firm Ttar switch-in. Vileplume can take advantage of the sun and carry aromatherapy as well. Blissey can pass wish as well as heal bell, plus takes some of the pressure off of Snorlax against teams with a lot of special attackers. This is the build I've found the most success with though. Thoughts on how to improve the team? Bonus points if you recognize the nickname theme!

https://pokepast.es/f5995287bf5ce8b9
 
Pretty unique team, little all over the place but I think you can make some changes to quickly improve this team without drastically changing it.

Recommended changes;
  • Snorlax with Pursuit support does not want to run Shadow Ball because that will be Houndoom’s main job. This open Snorlax up to run moves ignoring Gengar/other ghosties. For example, Curse + EQ (helps deal with Metagross/Tar, Return (for strong STAB damage), and Focus Punch (for staying in and punishing a Skarmory clicking Spikes/Roar) will be very strong with Gar eliminated.
  • No Magnezone. Your team really isn’t Skarm weak. You have a Houndoom that can threaten super effective STAB damage, a Forretress that can get spikes up, and spin away opposing spikes to win pp war (important to note that Forre also invites in spin blockers giving easy opportunities to get Houndoomand the updated Snorlax now can stay in and Focus Punch.
  • Dragonite can be swapped out for a Swampert to do the same thing (refresh instead of heal bell is a slight downgrade but the better mon + defensive typing more than make up for that).
  • Gar > Clops if you feel the need for extra late game fire power but need the speed Gar offers.
  • And lastly to take up Magnezones empty slot, you could use some speed on the team, like an Aero or Jolt (especially if you don’t decide to run Gar over Clops).
Here is a quick edit to your team with some of these ideas in mind: https://pokepast.es/5210df7154af1048
 
Thanks for the feedback! I've been tinkering with the team over the weekend and ended up arriving at a couple similar conclusions. I dropped Shadow ball for EQ on Snorlax, I will have to try dropping rest as well, although I like having the recovery move I can try to make it a priority to preserve lax HP. I dropped Dragonite for hitmontop to serve as a tyranitar counter and a second spinner, since fortress was feeling too pressured to reliably both set and clear spikes.

Dusclops is unfortunately not a mon I'm really willing to drop, he's a personal favorite and the team is kind of built around me wanting to play with clops in this gen's OU, but dropping magneton is interesting, giving houndoom more of a job than just countering Gengar would definitely make his slot feel more justified. I do like the sound of an aero, having a ground immunity is definitely something I've been missing since adding hitmontop. I might also try a mixed salamence in that slot, an extra intimidate user, plus wish support, would make it a lot easier to pack focus punch over rest on Snorlax. Here's the team in it's current state. https://pokepast.es/a2f1748147645fd7
 
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