Hiya! Played Pokemon a lot! never really dabbled much into proper comp, made a team and it seems ot be running well, was hoping for some feedback and thoughts!
Too many times I see teams with only one trick, so I was hoping to make at least a little diversity and keep some wiggle room.
Especially on IV's, Ive kind of just winged them or seen what a friend has done and tried to copy them, but im unfamiliar with calcs or why youd want certain things to meet breakpoints.
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Arcanine-Hisui @ Choice Band
Ability: Intimidate
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- Extreme Speed
- Tera Blast
A Banded HRK9 for raw output on early leads when a start is unknown. Often sent out with my Indeedee and is more there to provide an early game instant threat and shutdown annoying things like G-Weezing/Toedscruel starts. I made the Tera Grass to avoid Spores and Powders, Protect against obvious weakspots, and kind of surprise people with Tera Blast on Commonplace Pokemon such as the Ursalunas and any water type coming in to threaten. Speed Investment is because I often will have RK9 out before Trick goes out
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Torkoal @ Charcoal
Ability: Drought
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Eruption
- Heat Wave
- Earth Power
- Protect
From what I understand a pretty standard Torkoal setup, Protect for obvious baits and incase I need to wait a turn to set up Trick room to start clicking Eruption or Heatwave. When Torkoal is on the field the goal is a very simple do as much damage as possible with Eruption or Heatwave. Had some issues with Wideguard so Earthpower is there to answer that problem and also act as a coverage option. Quiet Nature as Torkoal often will want to exist within the Trick Room. As my primary sunsetter can live outside of Trickroom with RK9 or H-Lilligant in the early game.
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Lilligant-Hisui @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- After You
- Protect
- Sleep Powder
- Solar Blade
Typically my Girl is being used as a lead with Torkoal or not at all, Tera Ghost to stop Fakeouts ensuring quick After You Eruptions and protecting the Sash, Wants to be in the sun with Torkoal but since most people are terrified of After You Eruption I can take the opperunity to attempt to make a read and Sun-Solar Blade or Sleep Powder a slot coming in if I dont believe Torkoal will do much to that slot. Lilligant often exists to fulfil the role for a turn or two, then die and make way for one of my other setups.
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Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Follow Me
- Protect
- Trick Room
My primary Trick Roomer. Psychic Surge protects against potential problems throughout the game, especially Prio moves like fakeout and gives Terrain control against problems like Rillaboom. Primarily a support with Followme to let its friend to whatever theyre trying to do, if thats Eruptions or Psychic terrain Expanding force, Indeedee has good support no matter who theyre next too in this team thus the bulky nature, as long as Indeedee is alive, Indeedee can do its job of protecting its friend, and setting up the various Terrains.
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Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Normal
EVs: 140 HP / 156 Atk / 76 Def / 132 SpD
Brave Nature
- Facade
- Headlong Rush
- Protect
- Drain Punch
Big slow and angry Ursaluna wants to live in the burn and Trick room and just click Facade. Headlong Rush is a typing tech thats come in handy here and there, Protect to stall in the event I want the flame orb to proc or wait for trick room to go up, and a sneaky drain punch to catch out various normal or steel types and get a bit of sustain on Ursaluna. Just a big bruiser to come in and make a problem dissapear.
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Hatterene (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect
Magic Bounce away Spores and other nuisances. Hatterene can often start the game next to Indeedee and carry with Expanding Force spam if the other player isnt paying attention, Dazzling Gleam for dark types, and even catching dark Teras offguard. A second Trick room incase Indeedee goes down before being able to set things up but ultimately a big SPAtk AoE Threat who hits hard, and hits slow ( Or fast? ) living in the trick room.
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https://pokepast.es/92afc1da1d5846b0
Too many times I see teams with only one trick, so I was hoping to make at least a little diversity and keep some wiggle room.
Especially on IV's, Ive kind of just winged them or seen what a friend has done and tried to copy them, but im unfamiliar with calcs or why youd want certain things to meet breakpoints.
---------------------------------------------------
Arcanine-Hisui @ Choice Band
Ability: Intimidate
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- Extreme Speed
- Tera Blast
A Banded HRK9 for raw output on early leads when a start is unknown. Often sent out with my Indeedee and is more there to provide an early game instant threat and shutdown annoying things like G-Weezing/Toedscruel starts. I made the Tera Grass to avoid Spores and Powders, Protect against obvious weakspots, and kind of surprise people with Tera Blast on Commonplace Pokemon such as the Ursalunas and any water type coming in to threaten. Speed Investment is because I often will have RK9 out before Trick goes out
-----------------------------------------------
Torkoal @ Charcoal
Ability: Drought
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Eruption
- Heat Wave
- Earth Power
- Protect
From what I understand a pretty standard Torkoal setup, Protect for obvious baits and incase I need to wait a turn to set up Trick room to start clicking Eruption or Heatwave. When Torkoal is on the field the goal is a very simple do as much damage as possible with Eruption or Heatwave. Had some issues with Wideguard so Earthpower is there to answer that problem and also act as a coverage option. Quiet Nature as Torkoal often will want to exist within the Trick Room. As my primary sunsetter can live outside of Trickroom with RK9 or H-Lilligant in the early game.
-----------------------------------------------
Lilligant-Hisui @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- After You
- Protect
- Sleep Powder
- Solar Blade
Typically my Girl is being used as a lead with Torkoal or not at all, Tera Ghost to stop Fakeouts ensuring quick After You Eruptions and protecting the Sash, Wants to be in the sun with Torkoal but since most people are terrified of After You Eruption I can take the opperunity to attempt to make a read and Sun-Solar Blade or Sleep Powder a slot coming in if I dont believe Torkoal will do much to that slot. Lilligant often exists to fulfil the role for a turn or two, then die and make way for one of my other setups.
------------------------------------------
Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Follow Me
- Protect
- Trick Room
My primary Trick Roomer. Psychic Surge protects against potential problems throughout the game, especially Prio moves like fakeout and gives Terrain control against problems like Rillaboom. Primarily a support with Followme to let its friend to whatever theyre trying to do, if thats Eruptions or Psychic terrain Expanding force, Indeedee has good support no matter who theyre next too in this team thus the bulky nature, as long as Indeedee is alive, Indeedee can do its job of protecting its friend, and setting up the various Terrains.
--------------------------------------------------
Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Normal
EVs: 140 HP / 156 Atk / 76 Def / 132 SpD
Brave Nature
- Facade
- Headlong Rush
- Protect
- Drain Punch
Big slow and angry Ursaluna wants to live in the burn and Trick room and just click Facade. Headlong Rush is a typing tech thats come in handy here and there, Protect to stall in the event I want the flame orb to proc or wait for trick room to go up, and a sneaky drain punch to catch out various normal or steel types and get a bit of sustain on Ursaluna. Just a big bruiser to come in and make a problem dissapear.
----------------------------------------------
Hatterene (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect
Magic Bounce away Spores and other nuisances. Hatterene can often start the game next to Indeedee and carry with Expanding Force spam if the other player isnt paying attention, Dazzling Gleam for dark types, and even catching dark Teras offguard. A second Trick room incase Indeedee goes down before being able to set things up but ultimately a big SPAtk AoE Threat who hits hard, and hits slow ( Or fast? ) living in the trick room.
--------------------------------------------
https://pokepast.es/92afc1da1d5846b0