Forgotten Pokemons Back on the Stage (1900+)

First RMT (and first topic) for a team that gave me a lot of fun playing and i want to share with other battlers, since my choices for pokemon are quite strange I'm going to show the team and then explain some of the ethic of my teambuilding before the analysis:



The idea was to make an In-game team for the next pokemon installment, so it had to be a compromise between a cutemon team and something playable and since pokemon is a game it sounds reasonable to play whatever you like. That said, after tweaking the thing a lot it actually started to work so it climbed up until a respectable 1913 (which surprised even me). By the way since it's planned for In-Game i enforced on myself the Item-Clause. Let's get to the team.



Espeon
Item: Tanga Berry
Ability: Magic Bounce
EVs: 244 Spd / 12 HP / 252 SAtk
Timid Nature
- Psyshock
- Hidden Power [Fire]
- Baton Pass
- Dazzling Gleam

Here is my hazards solution, Tanga Berry (which i didn't even know the name before searching) let me reliably beat galvantula and leavanny leads, Psyshock hurts special walls and hidden power fire maims the main hazard setters 2HKOing Forretress, Ferrorhorn and Mega-Scizor (Scizor dies on the first hit) and Baton Pass scouts for double switches and avoid pursuit. Dazzling Gleam 2HKOes Sableye and OHKOes Hydreigon on the switch and dents some of her main switch-in but after trying Calm Mind i've noticed it is really useful for breaking stall teams (however it would need HP fighting to deal with Heatran and Tyranitar). 244 EVs in speed since for HP fire i need 30 speed IV so i'm not going to tie with base 110 anyway.



Arcanine
Item: Leftovers
Ability: Intimidate
EVs: 220 Spd / 40 Atk / 248 HP
Adamant Nature
- Close Combat
- Flare Blitz
- ExtremeSpeed
- Will-O-Wisp

Standing tall as the only defensive fire-type in the game aside from Heatran and Ho-Oh that can be used as a defensive pokemon, is the physical check/revenge killer/tank jack of all trades and master of none, it checks tyranitar, talonflame (if healthy and -1), mawile, sableye (though it won't enjoy a Knock-Off), klefki, Genesect and it burns a lot of counters if you predict the switch (especially gliscor). The spread is meant to have good all-around bulk, intimidate let's it beat life orb talonflame 1-on-1 if they are both full health and it doesn't carry roost, enough speed to outspeed Tyranitar and Heatran and the rest of the EVs is put into attack to do some more damage. It really needs leftovers so avoid Knock-off users if you can. Heatran kinda outclass him (a lot) but Arcanine is way cooler so use him.



Greninja
Item: Choice Scarf
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- Grass Knot

The Revenge Killer with amazing coverage and STAB on everything who needs no explanation on how it works. Standard choice of moves with grass knot to deal with other Water pokemons but they were used with Expert Belt in origin so it probably needs some work. Or i'll switch back to Expert Belt because i feel better being able to switch moves.



Lilligant
Item: Stone Plate
Ability: Chlorophyll
EVs: 196 Spd / 252 SAtk / 60 Def
Modest Nature
- Quiver Dance
- Hidden Power [Rock]
- Giga Drain
- Aromatherapy

She is the main special attacker and set-up sweeper which is here for four important reason: the most important is that she is cute, the second is that she counters Rotom-W (resist both stabs, don't mind the burn, even Specs HP ice doesn't KO from full health and doesn't mind trick), third is that she is a fantastic lure for Talonflame, Charizard, Volcarona and Mega-Pinsir, OHKOing all of them on the switch, fourth is that is a wonderful check to Mega-Charizard Y. Aromatherapy let's her act as a cleric and give her a chance to beat Blissey one on one. Stone Plate is because with the hidden power nerf it manage at least to get a little power boost without reducing his survivability with life orb. Would have used leftovers but Arcanine needs it way more than her.



Salamence
Item: Life Orb
Ability: Intimidate
EVs: 252 Spd / 64 Atk / 192 SAtk
Naive Nature
- Fire Blast
- Earthquake
- Rock Slide
- Draco Meteor

MixMence makes it's appearance and joins the fray, letting me deal with a lot of stuff like Scizor, Lucario (if it hasn't megaevolved), non-scarf Hydreigon, Aegislash, Volcarona, and does solid damage to Goodra, Landorus-T and Rotom. To be honest however it's main job it's to intimidate stuff and getting sacked when i don't know what to switch on some troublesome pokemon. Scarf would not be bad but i really need to switch moves and life orb make up for the split EVs to some extent.



Mawile
Item: Mawilite
Ability: Intimidate
EVs: 252 Atk / 132 HP / 124 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Play Rough
- Sucker Punch

And here it comes the Mega-Pokemon. His best asset is being the only hard hitter in the party and that is without factoring Swords Dance which could spell doom for the opposition in certain situations. Dual STAB because i have a very bad Hit/Miss ratio with Play Rough so I prefer to not use it if i can avoid, plus Iron Head heavily damages Fairies (especially cosmic power Clefable) and can flinch slower walls. It is immense status bait so it gives a lot of free switch-in to Espeon and Arcanine but the main problem is that is easily worn down and since i lack a wish-passer I can't switch her carelessy but with good predictions it really break holes in the opposite team.

Threat List:

- Mega-Charizard X
: I have no reliable way of dealing with this thing except maybe Scarf Greninja, I can't switch anything on him and Salamence ties so even there it became a coin-flip.
- Mega-Lucario : Physical is manageable but NP Lucario is a nightmare if it sets up since I lack special sponges or tanks or whatever.
- Mega-Venusaur : Aside of Espeon (and she gets worn out easily) my best answer is Mawile and that means i have to let him sleep another pokemon to kill him.

The team seem kind of random (maybe because i started with 6 set-up sweepers) but it manages to have good synergy between a FWG core and the Salamence/Mawile duo, well, I hope for advices.
 
First of all, really surprised to see an intimidate Salamence, but I can see it. Also, I suggest putting wild Charge on arcanine and putting a life orb on both arcanine and greninja.
 
Well, I could put it on greninja but arcanine needs to be a tank so the recovery from leftovers make him last throught the match as I need to check offensive threats and spread burns, and since i can pass Will-o-Wisp or extremespeed i should forego STAB or CC to fit it
 
Greninja is already faster than most of the meta game....put a life orb on him. And you could try scarfing mence...but thats up to you.

Maybe try running sub over SD on mawile his attack stat with huge power is high enough.

And change the ability on liligant
 
I'm trying scarfmence and expert belt on greninja for the longevity, and i'm thinking about the sub on mawile.
On Lilligant i need Clorophyll or i can't check Megazard Y
 
Back
Top