Hi. This is my first team I have made and I have gone into quite extensive research on each of my choices to make it. I would be increadiablly gratefull for any suggestions to improve my team. Now, without further ado, my team:
It is built around my arcanine which I always use. I use him because of his of his quite good movepool and very good stats (imo). Any pokemon using Leftovers is because I felt that any other item would not be benefical to the way I like to play and I know very little about hold items.
Arcanine:
Nature: Adament
Item: Leftovers
EV: 120 HP/ 152 atk/ 236 spd
Ability: Intimidate
Moves:
Flamethrower
Extreme Speed
Toxic
Thuder Fang
Because his Atk is stronger than his SpA I have choosen to go mainly physical, as the movepool shows. Flamethrower is the exception but it does gain STAB and it offers no recoil, unlike flare blitz. Thuder Fang helps it deal with the weaker water types and Extreme Speed is there to deal damage to those I can't get a super effective bonus on. Toxic is there because of how fragile Arcanine is and to make use of its speed. Toxic is used when I think I am going to lose my Arcanine in the next turn. Intimidate helps it survive longer to make use of its movepool.
Starmie:
Nature: Timid
Item: Leftovers
EV: 4 HP/ 252 spA/ 252 Spe
Ability: Natural Cure
Moves:
Surf
Ice beam
Thunderbolt
Recover
My tactic generally involves hitting first over bulk so Starmie was my choice for a water type. Most Starmie's use Rapid spin but I thought it better to make use of its high SpA so left it out. Surf, Ice beam and thunderbolt can deal a hefty amount of damage to a lot of pokemon that may pose a threat. Ice Beam deals with most grass types and can help against dragons. Thuderbolt can take out water types or serverly hurt them and surf is its STAB water move. Recover is used to keep it alive. Its high speed and decent defences help with this. Natural Cure prevents it from being annoyed much by inflictions.
Machamp:
Nature: Adamant
Item: Leftovers
Ev: 128 HP/248 Atk/ 16 SpD/ 4 Spe
Ability: No Guard
Moves:
DynamicPunch
Payback
Poison Jab
Icepunch
Machamp is a very, very good physical attacker when it hits and No Guard assures this. It does have low defences but when it gets started it can 2HKO almost all commen Pokemon. A 100% accurate STAB DynamicPunch is an amazingly powerfull move from this fighter and can hit almost anything. Icepunch is used to hurt Dragons and Flyings. I picked this over Stone edeg to avoid recoil because of Machamps low defences. Poison Jab is used to pick of weakened foes and annoy with ist chance of poisoning the target. Payback is used to hurt ghosts and physic types aswell as gain double damage from those who hit first.
Salamence:
Nature: Naive
Item: Yache Berry
EV: 252 Atk/ 4 SpA / 252 Spe
Ability: Undecided
Moves:
Dragon Dance
Dragon Claw
Earthquake
Flamethrower
I haven't decided whether to get a Moxie or a intimidate Salamance yet. Any suggestions on this would be appreciated. Dragon Dance is there to boost this dragons already high Atk and Spe stats to suprass those who claim higher. Dragon claw is its STAB physical move of choice because it doesn't confuse like Outrage, although it lacks sweeping skill. Earthquake and Flamthrower are used to hurt its weaknesses (apart from Dragon) and pick off targets who there effective against.
Froslass:
Item: Leftovers
Nature: Timid
EV: 248 HP / 84 Def / 176 Spe
Ability: Cursed Body
Moves:
Ice Beam
Pain Split
Shadow Ball
Spikes
Cursed Body will help those who switch on Froslass if it dies to revenge kill the target and set up sweeps. Froslass is a speedy Ghost/Ice type with a good movepool. Most Froslass sets I have seen use Taunt but I don't think it is as usefull as having a second STAB move of a different type. Feel free to say whether I should change this. Pain spilt is very useful as a form of recovery against Bulkly pokemon and may even damage the target. Shadow Ball and Ice beam are there to deal STAB damage to targets when they have been weakened before hand (I switch Froslass after using spikes and send it back at times to revenge kill, avoiding leaving it too long unless there is a tank on field like a Snorlax). Spikes is there to give residual damage to the other team and Froslass is possiablly the best for setting one up because of its speed. Spikes also help 1HKO from teammates such as Machamp and help set it up to sweep.
Metagross:
Item: Air Balloon
Nature:Adamant
EV: 252 HP/ 252 Atk/ 4 Def
Ability:Clear Body
Moves:
Hammer Arm
Meteor Mash
Physic
Bullet Punch
With Froslass using Spikes, I don't have to give my Metagross Stealth rock, freeing up a move. With high Def and decent SpD, Metagross isn't easy to kill right out without a super effective or boosted move, allowing it make good use of its high Atk. Hammer Arm is there to deal a strong amount of damage to its main worries like Heatran. Meteor Mash, STAB and high base power, is a good move to deal high damage to threats such as Tyranitor. Its only drawback is its low accruacy but it does give the chance to raise Att on stage so that can way it up. Physic is there to add some extra coverge and deal some extra damage. Bullet punch is there to kill off weaken foes. AIr Balloon is there to dodge a possiable 1HKO Earthquake
And thats my team. Like I said it is my first and I would be very grateful for some critisim and suggestions on it. Thanks if read this far.
It is built around my arcanine which I always use. I use him because of his of his quite good movepool and very good stats (imo). Any pokemon using Leftovers is because I felt that any other item would not be benefical to the way I like to play and I know very little about hold items.
Arcanine:
Nature: Adament
Item: Leftovers
EV: 120 HP/ 152 atk/ 236 spd
Ability: Intimidate
Moves:
Flamethrower
Extreme Speed
Toxic
Thuder Fang
Because his Atk is stronger than his SpA I have choosen to go mainly physical, as the movepool shows. Flamethrower is the exception but it does gain STAB and it offers no recoil, unlike flare blitz. Thuder Fang helps it deal with the weaker water types and Extreme Speed is there to deal damage to those I can't get a super effective bonus on. Toxic is there because of how fragile Arcanine is and to make use of its speed. Toxic is used when I think I am going to lose my Arcanine in the next turn. Intimidate helps it survive longer to make use of its movepool.
Starmie:
Nature: Timid
Item: Leftovers
EV: 4 HP/ 252 spA/ 252 Spe
Ability: Natural Cure
Moves:
Surf
Ice beam
Thunderbolt
Recover
My tactic generally involves hitting first over bulk so Starmie was my choice for a water type. Most Starmie's use Rapid spin but I thought it better to make use of its high SpA so left it out. Surf, Ice beam and thunderbolt can deal a hefty amount of damage to a lot of pokemon that may pose a threat. Ice Beam deals with most grass types and can help against dragons. Thuderbolt can take out water types or serverly hurt them and surf is its STAB water move. Recover is used to keep it alive. Its high speed and decent defences help with this. Natural Cure prevents it from being annoyed much by inflictions.
Machamp:
Nature: Adamant
Item: Leftovers
Ev: 128 HP/248 Atk/ 16 SpD/ 4 Spe
Ability: No Guard
Moves:
DynamicPunch
Payback
Poison Jab
Icepunch
Machamp is a very, very good physical attacker when it hits and No Guard assures this. It does have low defences but when it gets started it can 2HKO almost all commen Pokemon. A 100% accurate STAB DynamicPunch is an amazingly powerfull move from this fighter and can hit almost anything. Icepunch is used to hurt Dragons and Flyings. I picked this over Stone edeg to avoid recoil because of Machamps low defences. Poison Jab is used to pick of weakened foes and annoy with ist chance of poisoning the target. Payback is used to hurt ghosts and physic types aswell as gain double damage from those who hit first.
Salamence:
Nature: Naive
Item: Yache Berry
EV: 252 Atk/ 4 SpA / 252 Spe
Ability: Undecided
Moves:
Dragon Dance
Dragon Claw
Earthquake
Flamethrower
I haven't decided whether to get a Moxie or a intimidate Salamance yet. Any suggestions on this would be appreciated. Dragon Dance is there to boost this dragons already high Atk and Spe stats to suprass those who claim higher. Dragon claw is its STAB physical move of choice because it doesn't confuse like Outrage, although it lacks sweeping skill. Earthquake and Flamthrower are used to hurt its weaknesses (apart from Dragon) and pick off targets who there effective against.
Froslass:
Item: Leftovers
Nature: Timid
EV: 248 HP / 84 Def / 176 Spe
Ability: Cursed Body
Moves:
Ice Beam
Pain Split
Shadow Ball
Spikes
Cursed Body will help those who switch on Froslass if it dies to revenge kill the target and set up sweeps. Froslass is a speedy Ghost/Ice type with a good movepool. Most Froslass sets I have seen use Taunt but I don't think it is as usefull as having a second STAB move of a different type. Feel free to say whether I should change this. Pain spilt is very useful as a form of recovery against Bulkly pokemon and may even damage the target. Shadow Ball and Ice beam are there to deal STAB damage to targets when they have been weakened before hand (I switch Froslass after using spikes and send it back at times to revenge kill, avoiding leaving it too long unless there is a tank on field like a Snorlax). Spikes is there to give residual damage to the other team and Froslass is possiablly the best for setting one up because of its speed. Spikes also help 1HKO from teammates such as Machamp and help set it up to sweep.
Metagross:
Item: Air Balloon
Nature:Adamant
EV: 252 HP/ 252 Atk/ 4 Def
Ability:Clear Body
Moves:
Hammer Arm
Meteor Mash
Physic
Bullet Punch
With Froslass using Spikes, I don't have to give my Metagross Stealth rock, freeing up a move. With high Def and decent SpD, Metagross isn't easy to kill right out without a super effective or boosted move, allowing it make good use of its high Atk. Hammer Arm is there to deal a strong amount of damage to its main worries like Heatran. Meteor Mash, STAB and high base power, is a good move to deal high damage to threats such as Tyranitor. Its only drawback is its low accruacy but it does give the chance to raise Att on stage so that can way it up. Physic is there to add some extra coverge and deal some extra damage. Bullet punch is there to kill off weaken foes. AIr Balloon is there to dodge a possiable 1HKO Earthquake
And thats my team. Like I said it is my first and I would be very grateful for some critisim and suggestions on it. Thanks if read this far.