And my first post on smogon; please let me know if there's something I'm doing wrong. Not pertaining to any tiers but what I consider (somewhat) competitive and fun nonetheless. It's probably worth noting that I don't consider playing a team with T-Tar, Garchomp, Metagross, Blissey, Heracross, and Salamence very fun.
Kabutops @ Focus Sash
Nature: Adamant (-Sp Atk, +Atk)
EVs: 112 HP, 252 Atk, 4 Def, 140 Spd
Ability: Swift Swim
Moveset:
Rain Dance
Waterfall
Rock Slide
X-Scissor
A self explanatory moveset; Focus Sash ensures he can take at least one hit before going down, hopefully screwing any opening Choice sets by giving me enough time to lay down the Rain, double his speed, and hit with a STABbed Waterfall or Rock Slide. X-Scissor is for grass types or Psychics like Alakazam that like to use Energy Ball.
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Roserade @ Life Orb
Nature: Timid (-Atk, +Spd)
EVs: 4 HP, 252 Sp. Atk, 252 Spd
Ability: Natural Cure
Moveset:
Sleep Powder
Energy Ball
Weather Ball
Shadow Ball
Goes right along with Kabutops, and the Sunnybeaming Charizard farther down the post. Even without weather, putting the opponent to sleep is never a bad idea and spare steels, Shadow Ball and Energy Ball have okay coverage. It can deal with Psychics that it's weak to, and depending on the weather can also deal with Fire or Ice types. If Sandstream is blowing, this set can also take advantage with a Rock-type Weather Ball, super effective against Ice, Flying, and Fire types Roseraid is weak to (leaving Shadow Ball for the remaining Psychics). Also is what I see as the obligatory Poison type to pick up Toxic Spikes.
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Hypno @ Leftovers
Nature: Adamant (-Sp. Atk, +Atk)
EVs: 40 HP, 252 Atk, 216 Sp. Def
Ability: Insomnia
Moveset:
Substitute
Thunder Wave
Focus Punch
Zen Headbutt
This should turn a few heads. Sub-punching special wall of a Hypno. The combination of Substitute and Thunder Wave make it especially good at walling tanks, since it can block status ailments with Substitute and psuedo-lock between Paralysis and Zen Headbutt's chance of flinching the slowed opponent. Good for switching in on tanks and to eat Focus Blasts aimed at other Pokemon (namely Kabutops and Forretress).
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Forretress @ Shed Shell
Nature: Relaxed (-Spd, +Def)
EVs: 252 HP, 162 Atk, 96 Def
Ability: Sturdy
Moveset:
Spikes
Revenge
Light Screen
Rapid Spin
Light Screen to help out the whole team, as it's based a lot more on physical defense than special. Spikes and Rapid Spin are obligatory, and Revenge is to be able to deal with both T-Tar and Magnezone. Shed Shell over Leftovers to switch from Magnezone.
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Charizard @ Power Herb
Nature: Timid (-Atk, +Spd)
EVs: 252 Sp. Atk, 4 Sp. Def, 252 Speed
Ability: Blaze
Moveset:
Sunny Day
Fire Blast
Solarbeam
Dragon Pulse
Fueling Roserade and doing a fairly good job of sweeping on it's own. Timid over Modest to ensure it can outspeed everything it possibly can on account of it's defenses and because Sunny Day gives quite a bonus to Fire Blast which is already overpowered. The Power Herb is to catch Waters and Rocks that think I need a turn to set up off guard with a suprise Solar Beam - it may seem inferior to Power Orb or Wise Glasses, but the that one shot can decide battles. Dragon Pulse over Substitute to allow for better type coverage; Fire Blast and Solarbeam would leave it practically defenseless against Dragons. However, Subbing into Blaze and a Petaya might make Fireblast capable of taking out some chunky dragons, so I'm not sure at the moment which would be more effective.
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Gliscor @ Leftovers (?)
Nature: Impish (-Sp. Atk, +Def)
EVs: 248 HP, 8 Atk, 180 Def, 72 Spd
Ability: Sand Veil
Moveset:
Earthquake
Aerial Ace
Taunt
Roost
Heracross counter is given, but aside rounds out the team very nicely with immunities to electric and good resistances. Also a great switch from Forretress when faced with Magnezone, as he can outspeed it's Magnet Rise with an Earthquake.
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That's the team thus far. I'm mainly concerned that there isn't enough special defense going around and that the heavy weaknesses to water, fire, and ice will be painfully exploited, aside from the fact that nothing on the team is using either an electric or an ice attack. Any and all suggestions and comments are appreciated. Thanks in advance.
Kabutops @ Focus Sash
Nature: Adamant (-Sp Atk, +Atk)
EVs: 112 HP, 252 Atk, 4 Def, 140 Spd
Ability: Swift Swim
Moveset:
Rain Dance
Waterfall
Rock Slide
X-Scissor
A self explanatory moveset; Focus Sash ensures he can take at least one hit before going down, hopefully screwing any opening Choice sets by giving me enough time to lay down the Rain, double his speed, and hit with a STABbed Waterfall or Rock Slide. X-Scissor is for grass types or Psychics like Alakazam that like to use Energy Ball.
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Roserade @ Life Orb
Nature: Timid (-Atk, +Spd)
EVs: 4 HP, 252 Sp. Atk, 252 Spd
Ability: Natural Cure
Moveset:
Sleep Powder
Energy Ball
Weather Ball
Shadow Ball
Goes right along with Kabutops, and the Sunnybeaming Charizard farther down the post. Even without weather, putting the opponent to sleep is never a bad idea and spare steels, Shadow Ball and Energy Ball have okay coverage. It can deal with Psychics that it's weak to, and depending on the weather can also deal with Fire or Ice types. If Sandstream is blowing, this set can also take advantage with a Rock-type Weather Ball, super effective against Ice, Flying, and Fire types Roseraid is weak to (leaving Shadow Ball for the remaining Psychics). Also is what I see as the obligatory Poison type to pick up Toxic Spikes.
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Hypno @ Leftovers
Nature: Adamant (-Sp. Atk, +Atk)
EVs: 40 HP, 252 Atk, 216 Sp. Def
Ability: Insomnia
Moveset:
Substitute
Thunder Wave
Focus Punch
Zen Headbutt
This should turn a few heads. Sub-punching special wall of a Hypno. The combination of Substitute and Thunder Wave make it especially good at walling tanks, since it can block status ailments with Substitute and psuedo-lock between Paralysis and Zen Headbutt's chance of flinching the slowed opponent. Good for switching in on tanks and to eat Focus Blasts aimed at other Pokemon (namely Kabutops and Forretress).
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Forretress @ Shed Shell
Nature: Relaxed (-Spd, +Def)
EVs: 252 HP, 162 Atk, 96 Def
Ability: Sturdy
Moveset:
Spikes
Revenge
Light Screen
Rapid Spin
Light Screen to help out the whole team, as it's based a lot more on physical defense than special. Spikes and Rapid Spin are obligatory, and Revenge is to be able to deal with both T-Tar and Magnezone. Shed Shell over Leftovers to switch from Magnezone.
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Charizard @ Power Herb
Nature: Timid (-Atk, +Spd)
EVs: 252 Sp. Atk, 4 Sp. Def, 252 Speed
Ability: Blaze
Moveset:
Sunny Day
Fire Blast
Solarbeam
Dragon Pulse
Fueling Roserade and doing a fairly good job of sweeping on it's own. Timid over Modest to ensure it can outspeed everything it possibly can on account of it's defenses and because Sunny Day gives quite a bonus to Fire Blast which is already overpowered. The Power Herb is to catch Waters and Rocks that think I need a turn to set up off guard with a suprise Solar Beam - it may seem inferior to Power Orb or Wise Glasses, but the that one shot can decide battles. Dragon Pulse over Substitute to allow for better type coverage; Fire Blast and Solarbeam would leave it practically defenseless against Dragons. However, Subbing into Blaze and a Petaya might make Fireblast capable of taking out some chunky dragons, so I'm not sure at the moment which would be more effective.
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Gliscor @ Leftovers (?)
Nature: Impish (-Sp. Atk, +Def)
EVs: 248 HP, 8 Atk, 180 Def, 72 Spd
Ability: Sand Veil
Moveset:
Earthquake
Aerial Ace
Taunt
Roost
Heracross counter is given, but aside rounds out the team very nicely with immunities to electric and good resistances. Also a great switch from Forretress when faced with Magnezone, as he can outspeed it's Magnet Rise with an Earthquake.
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That's the team thus far. I'm mainly concerned that there isn't enough special defense going around and that the heavy weaknesses to water, fire, and ice will be painfully exploited, aside from the fact that nothing on the team is using either an electric or an ice attack. Any and all suggestions and comments are appreciated. Thanks in advance.