This is the first competitive team I have ever made. Since the start, nearly every member has changed.
It's a pretty decent stall team that has had good success on Shoddy Battle, but it's by no means perfect yet.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/2 Atk/252 Def/4 Spd
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Roar
- Earthquake
- Ice Beam
---
Swampert leads the battle by setting up stealth rock or switching/attacking if I predict a taunt. Azelf leads usually get Rotom switched into them as their Taunt is ineffective and he can take them out with STAB Shadow Ball. After SR is set up Swampert is swapped out to either Skarmory or Tentacruel, depending on who's safest, to set up the other hazards. Later in the game Swampert can be brought back in to shake the team up with Roar, dealing damage and poisoning due to entry hazards and can use STAB earthquake to deal some damage. Ice Beam freaks out Salamence and Dragonite and increases Swamperts chances of staying in the game.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Flash Cannon
- Thunderbolt
- Wish
- Calm Mind
---
Jirachi provides wish support to the rest of the team, easing up the reliance on Blissey. Zap Cannon provides a powerful STAB move that increases in danger as Jirachi uses CM, wishing to restore health. Jirachi becomes a powerful sweeper after it's threats are eliminated and is an excellent dragon resister along with Skarmory.
Rotom-w @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
---
Rotom-W is a powerful spinblocker and potential Sweeper. Thunderbolt provides a powerful STAB attack to take out many common Spinners and Shadow Ball provides excellent type coverage should something resist Thunderbolt and allows it to take out most Ghosts as it outspeeds Gengar. Hydro Pump completed the type coverage providing Rotom with moves to effect every type in the game. Trick ruins Pokemon that try to set up and forces them to switch out/ allows Rotom to choose the SE move of his choice.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/220 Def/36 Spd
Relaxed nature (+Def, -Spd)
- Brave Bird
- Roost
- Whirlwind
- Spikes
---
Skarmory is a fantastic Physical wall that works flawlessly with Blissey and Tentacruel. Sets up spikes, absorbs physical and dragon type moves and then Roosts away damage. Skarmory can phaze the enemy with Whirlwind crippling them with entry hazards. If Toxic Spikes is in play Skarmory can cripple an entire team and leave Blissey to stall them to death. Brave Bird provides a powerful attack where Skarmory can get in some STAB damage to quicken the process. Shed Shell prevents him from getting trapped with Magnet Pull and allows me to stay in complete control of the field.
Tentacruel (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/56 Atk/200 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Surf
- Rest
- Rapid Spin
---
Tentacruel makes Swampert and Skarmory absolutely lethal. Toxic Spikes, combined with their hazing can badly poison an entire team allowing Blissey to stall them out with her lethal Wish(or softboiled)/Protect combo. Combined with Skarmory their defences are fantastic, often leading to the opponent floundering around with its HP steadily dropping while my team slowly heals itself. Skarmory can spin the opponents entry hazards away and stall with rest. Surf deals decent STAB damage that can help Jirachi with fire opponents and Tyranitar, although Tentacruel cannot switch in due to earthquake. Swampert is a better counter to Tyranitar which threatens Rotom, Jirachi, Tentacruel AND Blissey. But if Rotom can come in on an earthquake it can take Tyranitar out with Hydro Pump,
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Softbloiled
---
Blissey is a secondary special wall. She works incredibly with Skarmory, forming the dreaded SkarmBliss combo. She can take special fire moves directed at Skarmory or Jirachi and she also works as wish support for the rest of the team who are quite lacking in recovery moves. The Wish/Protect combo is deadly in combination with the poison from toxic spikes. Switching out on her can prove lethal considering all the entry hazards that then have to be dealt with. Blissey is usually brought in after Tentacruel has set up and swaps out to Rotom-W to avoid superpowers or powerful fighting moves designed to OHKO her. Considering her pathetic attack, a set damage move like Seismic Toss was the only way to go seeing as I didn't want to waste EVs on Special Attack. Softboiled along with Wish gives Blissey more ways to heal and leaves Wish to heal the rest of the team. If necessary it dramatically increases the time she can stall for before running out of PP for healing moves.
Comments and advice appreciated. : > Please rate, and leave a message if you want me to rate in return. Thanks.
It's a pretty decent stall team that has had good success on Shoddy Battle, but it's by no means perfect yet.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/2 Atk/252 Def/4 Spd
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Roar
- Earthquake
- Ice Beam
---
Swampert leads the battle by setting up stealth rock or switching/attacking if I predict a taunt. Azelf leads usually get Rotom switched into them as their Taunt is ineffective and he can take them out with STAB Shadow Ball. After SR is set up Swampert is swapped out to either Skarmory or Tentacruel, depending on who's safest, to set up the other hazards. Later in the game Swampert can be brought back in to shake the team up with Roar, dealing damage and poisoning due to entry hazards and can use STAB earthquake to deal some damage. Ice Beam freaks out Salamence and Dragonite and increases Swamperts chances of staying in the game.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Flash Cannon
- Thunderbolt
- Wish
- Calm Mind
---
Jirachi provides wish support to the rest of the team, easing up the reliance on Blissey. Zap Cannon provides a powerful STAB move that increases in danger as Jirachi uses CM, wishing to restore health. Jirachi becomes a powerful sweeper after it's threats are eliminated and is an excellent dragon resister along with Skarmory.
Rotom-w @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
---
Rotom-W is a powerful spinblocker and potential Sweeper. Thunderbolt provides a powerful STAB attack to take out many common Spinners and Shadow Ball provides excellent type coverage should something resist Thunderbolt and allows it to take out most Ghosts as it outspeeds Gengar. Hydro Pump completed the type coverage providing Rotom with moves to effect every type in the game. Trick ruins Pokemon that try to set up and forces them to switch out/ allows Rotom to choose the SE move of his choice.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/220 Def/36 Spd
Relaxed nature (+Def, -Spd)
- Brave Bird
- Roost
- Whirlwind
- Spikes
---
Skarmory is a fantastic Physical wall that works flawlessly with Blissey and Tentacruel. Sets up spikes, absorbs physical and dragon type moves and then Roosts away damage. Skarmory can phaze the enemy with Whirlwind crippling them with entry hazards. If Toxic Spikes is in play Skarmory can cripple an entire team and leave Blissey to stall them to death. Brave Bird provides a powerful attack where Skarmory can get in some STAB damage to quicken the process. Shed Shell prevents him from getting trapped with Magnet Pull and allows me to stay in complete control of the field.
Tentacruel (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/56 Atk/200 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Surf
- Rest
- Rapid Spin
---
Tentacruel makes Swampert and Skarmory absolutely lethal. Toxic Spikes, combined with their hazing can badly poison an entire team allowing Blissey to stall them out with her lethal Wish(or softboiled)/Protect combo. Combined with Skarmory their defences are fantastic, often leading to the opponent floundering around with its HP steadily dropping while my team slowly heals itself. Skarmory can spin the opponents entry hazards away and stall with rest. Surf deals decent STAB damage that can help Jirachi with fire opponents and Tyranitar, although Tentacruel cannot switch in due to earthquake. Swampert is a better counter to Tyranitar which threatens Rotom, Jirachi, Tentacruel AND Blissey. But if Rotom can come in on an earthquake it can take Tyranitar out with Hydro Pump,
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Softbloiled
---
Blissey is a secondary special wall. She works incredibly with Skarmory, forming the dreaded SkarmBliss combo. She can take special fire moves directed at Skarmory or Jirachi and she also works as wish support for the rest of the team who are quite lacking in recovery moves. The Wish/Protect combo is deadly in combination with the poison from toxic spikes. Switching out on her can prove lethal considering all the entry hazards that then have to be dealt with. Blissey is usually brought in after Tentacruel has set up and swaps out to Rotom-W to avoid superpowers or powerful fighting moves designed to OHKO her. Considering her pathetic attack, a set damage move like Seismic Toss was the only way to go seeing as I didn't want to waste EVs on Special Attack. Softboiled along with Wish gives Blissey more ways to heal and leaves Wish to heal the rest of the team. If necessary it dramatically increases the time she can stall for before running out of PP for healing moves.
Comments and advice appreciated. : > Please rate, and leave a message if you want me to rate in return. Thanks.