I'm completly new to this so I'll keep it short. I had a couple roules when creating this team.
1. Good balance between defense and offense
2. Good balance between physical and special attacks
3. No legendaries (I know they are good, but using legies is kinda cringe ngl. Like using a gold skin on your ak in cod...), also no Snorlax bc that Pokemon is on every team which I just find lame
4. Have a spinner and spike setter (From what I have seen so far it seems to be virtually essential to a functioning team)
5. Use as few monotypes as possible and don't use a type twice in your team if possible (just for varity sake)
6. Don't have more than 2 Pokemon be weak to the same type and have at least one Pokemon in the team that can cover for said weakness (except for dragon which does not seem to be used much as an attacking type in this format anyway)
With that being said let's have a look at the team (sorry for the missing pics, haven't figured out how this works yet)
Tyranitar @ Mystic Water
Ability: No Ability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Rock Slide
- Pursuit
- Fire Blast
- Surf
T-tar serves as a surprise on this team. The goal is to switch in late-game after analysing the memebers of your opponents party. The good bulk let's it switch in relatively easily. Fire Blast roasts Scizor and Forretress also Exeggutor doesn't take to kind to it either. Surf with MW let's you one-shot Rhydon AND Golem alike (a wrong prediction doesn't even hurt here since T-tar outspeeds both) and . Pursuit catches fleeing Gengar and Misdreavus. Rock Slide is the strongest STAB move and therefore an obligation.
Gengar @ Leftovers
Ability: No Ability
- Psychic
- Thunderbolt
- Ice Punch
- Destiny Bond
This Gengar is supposed to be played in a run and gun sorta fashion. Switch into a Cross Chop of Machamp or a Bodyslam from Snorlax (beware of EQ predictions) and start denting the opponents team with its great coverage of super effective moves. In case you predict wrong and end up trapped you don't have to go to the after life alone if you know what I mean...
Machamp @ Leftovers
Ability: No Ability
- Cross Chop
- Body Slam
- Rock Slide
- Curse
Machamp is a strong bulky attacker. Body Slams high para chance makes somewhat up for its middling speed. Curse is its boost move (don't forget about the speed drop) Cross Chop against Lax and Rocks to catch Flying types.
Charizard @ Leftovers
Ability: No Ability
- Fire Blast
- Body Slam
- Rock Slide
- Earthquake
I like the orange dragon especially its down to earth years. Zard gives a much needed Ground immunity to the team. It's also quite fast and can serve as a late game cleaner. I first intentioned on putting Belly Drum on it, but Smogons rules would not allow for useful combos like BD and Rock Slide. So yeah, Zard hits somewhat hard can burn you, flinch out, para you (although Dragon Breath might be better than Body Slam) and EQ incoming Tyranitars.
Exeggutor @ Leftovers
Ability: No Ability
- Giga Drain
- Psychic
- Sleep Powder
- Explosion
Exeggutor is slow, but most other stats are decent at least. Sleep Powder is annoying af, Explosion annihilates unsuspecting Vaporeons which can tank Giga Drain. Psychic for opposing Machamps and Giga Drain for all the Ground and Water types that are not named Vaporeon and Suicune.
Cloyster @ Leftovers
Ability: No Ability
- Spikes
- Rapid Spin
- Surf
- Ice Beam
Last but not least Cloyster. The classic GSC spiker. From what I have seen you basicly get to choose between Forretress and Cloyster. I chose the latter for its Water and Ice resistance and its more offensive play style (Forretress only being able to SSE (Spike, Spin, Explode)). Also SSE seems to be an illegal strat anyway so I uppted for Ice Beam instead which is a good coverage move and therefore no wasted slot.
I am curious to find out what you guys think. I don't intend on changing the party members themselves, but some of the items and moves I am not quite happy yet. Maybe you wanna help a new commer out here by giving me some tips :)
1. Good balance between defense and offense
2. Good balance between physical and special attacks
3. No legendaries (I know they are good, but using legies is kinda cringe ngl. Like using a gold skin on your ak in cod...), also no Snorlax bc that Pokemon is on every team which I just find lame
4. Have a spinner and spike setter (From what I have seen so far it seems to be virtually essential to a functioning team)
5. Use as few monotypes as possible and don't use a type twice in your team if possible (just for varity sake)
6. Don't have more than 2 Pokemon be weak to the same type and have at least one Pokemon in the team that can cover for said weakness (except for dragon which does not seem to be used much as an attacking type in this format anyway)
With that being said let's have a look at the team (sorry for the missing pics, haven't figured out how this works yet)
Tyranitar @ Mystic Water
Ability: No Ability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Rock Slide
- Pursuit
- Fire Blast
- Surf
T-tar serves as a surprise on this team. The goal is to switch in late-game after analysing the memebers of your opponents party. The good bulk let's it switch in relatively easily. Fire Blast roasts Scizor and Forretress also Exeggutor doesn't take to kind to it either. Surf with MW let's you one-shot Rhydon AND Golem alike (a wrong prediction doesn't even hurt here since T-tar outspeeds both) and . Pursuit catches fleeing Gengar and Misdreavus. Rock Slide is the strongest STAB move and therefore an obligation.
Gengar @ Leftovers
Ability: No Ability
- Psychic
- Thunderbolt
- Ice Punch
- Destiny Bond
This Gengar is supposed to be played in a run and gun sorta fashion. Switch into a Cross Chop of Machamp or a Bodyslam from Snorlax (beware of EQ predictions) and start denting the opponents team with its great coverage of super effective moves. In case you predict wrong and end up trapped you don't have to go to the after life alone if you know what I mean...
Machamp @ Leftovers
Ability: No Ability
- Cross Chop
- Body Slam
- Rock Slide
- Curse
Machamp is a strong bulky attacker. Body Slams high para chance makes somewhat up for its middling speed. Curse is its boost move (don't forget about the speed drop) Cross Chop against Lax and Rocks to catch Flying types.
Charizard @ Leftovers
Ability: No Ability
- Fire Blast
- Body Slam
- Rock Slide
- Earthquake
I like the orange dragon especially its down to earth years. Zard gives a much needed Ground immunity to the team. It's also quite fast and can serve as a late game cleaner. I first intentioned on putting Belly Drum on it, but Smogons rules would not allow for useful combos like BD and Rock Slide. So yeah, Zard hits somewhat hard can burn you, flinch out, para you (although Dragon Breath might be better than Body Slam) and EQ incoming Tyranitars.
Exeggutor @ Leftovers
Ability: No Ability
- Giga Drain
- Psychic
- Sleep Powder
- Explosion
Exeggutor is slow, but most other stats are decent at least. Sleep Powder is annoying af, Explosion annihilates unsuspecting Vaporeons which can tank Giga Drain. Psychic for opposing Machamps and Giga Drain for all the Ground and Water types that are not named Vaporeon and Suicune.
Cloyster @ Leftovers
Ability: No Ability
- Spikes
- Rapid Spin
- Surf
- Ice Beam
Last but not least Cloyster. The classic GSC spiker. From what I have seen you basicly get to choose between Forretress and Cloyster. I chose the latter for its Water and Ice resistance and its more offensive play style (Forretress only being able to SSE (Spike, Spin, Explode)). Also SSE seems to be an illegal strat anyway so I uppted for Ice Beam instead which is a good coverage move and therefore no wasted slot.
I am curious to find out what you guys think. I don't intend on changing the party members themselves, but some of the items and moves I am not quite happy yet. Maybe you wanna help a new commer out here by giving me some tips :)