Hi guys,
I've been into competitive battling for a while, but 6th gen has blown me away and I havn't had much time to make ideas for a team. This is what I've came up with and I'd really appreciate it if I could get feedback, since there will definitely be problems with the team and I wanna improve it as much as possible! Well, here goes:
Name: Klefki
Role: suicide lead
Ability: prankster
Item: focus sash
Nature: bold
- spikes
- imprison
- thunder wave
- foul play
252 hp, 252 def, 4 sp def
This set aims at doing as much as possible before dying. Spikes is to set up hazards and who doesn't like those? Imprison prevents other leads similar to klefki. Thunder wave is just handy to spread status. All of these are augmented by prankster, which I think makes it a decent lead. Foul play is there as it is one of the only moves which allows klefki to hit hard and means it doesn't get completely screwed by taunt. Sash essentially means I can get off at the bare minimum 2 moves before dying, although my ev spread means I'll most likely get more than just that done, but just in case.
Name: ampharos
role: bulky pivot
ability: static
item: ampharosite
nature: modest
- thunderbolt
- volt switch
- dragon pulse
- focus blast
252 hp, 4 def, 252 sp atk
This set aims at forcing switches while putting out crazy damage with mega ampharos' high damage alongside evs and nature. Thunderbolt and dragon pulse provide strong stabs while volt switch allows me to put on some pressure if I use it after I force a switch. Focus blast simply provides more coverage vs steel and dark types.
Name: reuniclus
role: trick room sweeper
ability: magic guard
item: life orb
nature: quiet
- trick room
- psychic
- focus blast
- shadow ball
252 hp, 252 sp atk, 4 def
This set is aimed at simply setting up trick room and sweeping with reuniclus' huge combined power form high base sp atk, life orb, evs and nature. Trick room is needed to set up while psychic is my stab of choice over psyshock. Focus blast helps annihilate dark and steel types, (mainly tyranitar), and shadow ball provides coverage vs ghost and psychic types. Life orb is essential in my opinion as it provides the damage for free due to magic guard.
name: trevenant
role: physical tank
ability: natural cure
item: leftovers
nature: impish
- rest
- will-o-wisp
- horn leech
- shadow claw
252 hp, 252 def, 4 sp def
This set aims to wall a lot of physical threats while hitting back relatively hard and spreading burns. Rest has amazing synergy with natural cure, making it very hard to take down trevenant without hitting it super effectively. Horn leech and shadow claw provide strong stabs, as well as horn leech having the added bonus of providing recovery. Finally, will-o-wisp is necessary to get burns on those physical threats and make it an even better physical wall. Of course, leftovers are needed to give trevenant even more recovery.
name: azumarill
role: aqua jet spammer
ability: huge power
item: choice band
nature: adamant
- aqua jet
- waterfall
- play rough
- superpower
252 hp, 252 atk, 4 def
This set is basically aimed at hitting as hard as possible with aqua jet. Of course aqua jet is needed here, since this allows azumarill to hit first regardless of a bad speed stat and still hit like a truck. The other moves are for coverage if they can ohko something that aqua jet can't, or if you know azumarill will outspeed them anyway and the extra power is needed. choice band is the item here since it gives another power spike and azumarill will most likely be only using aqua jet anyway.
Name: excadrill
role: bulky rapid spinner
ability: mold breaker
item: assault vest
nature: ?
- rapid spin
- earthquake
- rock slide
- shadow claw
I've tried running a team without a spinner, but hazards just killed me completely, so I thgought excadrill would fit ok onto my team. Now this is where I get stuck. Although I reckon it would be to run bulky evs and nature, I'm not entirely sure which ones to run. I think assault vest would be good since I need him to be bulky and rapid spin is a damaging move, but I'm still unsure on that also. I think the moveset is alright though, since it provides decent coverage. But still, I'm especially open to advice on excadrill.
Well I hope the team looks alright so far. Please give me any criticism you have whatsoever, especially on excadrill. I'll try to respond whenever possible and thank you in advance :)
I've been into competitive battling for a while, but 6th gen has blown me away and I havn't had much time to make ideas for a team. This is what I've came up with and I'd really appreciate it if I could get feedback, since there will definitely be problems with the team and I wanna improve it as much as possible! Well, here goes:
Name: Klefki
Role: suicide lead
Ability: prankster
Item: focus sash
Nature: bold
- spikes
- imprison
- thunder wave
- foul play
252 hp, 252 def, 4 sp def
This set aims at doing as much as possible before dying. Spikes is to set up hazards and who doesn't like those? Imprison prevents other leads similar to klefki. Thunder wave is just handy to spread status. All of these are augmented by prankster, which I think makes it a decent lead. Foul play is there as it is one of the only moves which allows klefki to hit hard and means it doesn't get completely screwed by taunt. Sash essentially means I can get off at the bare minimum 2 moves before dying, although my ev spread means I'll most likely get more than just that done, but just in case.
Name: ampharos
role: bulky pivot
ability: static
item: ampharosite
nature: modest
- thunderbolt
- volt switch
- dragon pulse
- focus blast
252 hp, 4 def, 252 sp atk
This set aims at forcing switches while putting out crazy damage with mega ampharos' high damage alongside evs and nature. Thunderbolt and dragon pulse provide strong stabs while volt switch allows me to put on some pressure if I use it after I force a switch. Focus blast simply provides more coverage vs steel and dark types.
Name: reuniclus
role: trick room sweeper
ability: magic guard
item: life orb
nature: quiet
- trick room
- psychic
- focus blast
- shadow ball
252 hp, 252 sp atk, 4 def
This set is aimed at simply setting up trick room and sweeping with reuniclus' huge combined power form high base sp atk, life orb, evs and nature. Trick room is needed to set up while psychic is my stab of choice over psyshock. Focus blast helps annihilate dark and steel types, (mainly tyranitar), and shadow ball provides coverage vs ghost and psychic types. Life orb is essential in my opinion as it provides the damage for free due to magic guard.
name: trevenant
role: physical tank
ability: natural cure
item: leftovers
nature: impish
- rest
- will-o-wisp
- horn leech
- shadow claw
252 hp, 252 def, 4 sp def
This set aims to wall a lot of physical threats while hitting back relatively hard and spreading burns. Rest has amazing synergy with natural cure, making it very hard to take down trevenant without hitting it super effectively. Horn leech and shadow claw provide strong stabs, as well as horn leech having the added bonus of providing recovery. Finally, will-o-wisp is necessary to get burns on those physical threats and make it an even better physical wall. Of course, leftovers are needed to give trevenant even more recovery.
name: azumarill
role: aqua jet spammer
ability: huge power
item: choice band
nature: adamant
- aqua jet
- waterfall
- play rough
- superpower
252 hp, 252 atk, 4 def
This set is basically aimed at hitting as hard as possible with aqua jet. Of course aqua jet is needed here, since this allows azumarill to hit first regardless of a bad speed stat and still hit like a truck. The other moves are for coverage if they can ohko something that aqua jet can't, or if you know azumarill will outspeed them anyway and the extra power is needed. choice band is the item here since it gives another power spike and azumarill will most likely be only using aqua jet anyway.
Name: excadrill
role: bulky rapid spinner
ability: mold breaker
item: assault vest
nature: ?
- rapid spin
- earthquake
- rock slide
- shadow claw
I've tried running a team without a spinner, but hazards just killed me completely, so I thgought excadrill would fit ok onto my team. Now this is where I get stuck. Although I reckon it would be to run bulky evs and nature, I'm not entirely sure which ones to run. I think assault vest would be good since I need him to be bulky and rapid spin is a damaging move, but I'm still unsure on that also. I think the moveset is alright though, since it provides decent coverage. But still, I'm especially open to advice on excadrill.
Well I hope the team looks alright so far. Please give me any criticism you have whatsoever, especially on excadrill. I'll try to respond whenever possible and thank you in advance :)