INTRO
Hey guys, I've made many teams since I started playing Showdown, but this is the very first time for me to put up one of my teams here so I can receive advises and ratings to improve.The thing is, I really like the idea of this team and it did work, got me to about 1600 on the Ladder. However, it is nowhere close to perfect, or at least good enough to get me further. I know the concept of a perfect team does not exist, but I grew on this team so much that I need opinions from you guys.
TEAM MEMBERS
1. MegaChomp:
Cap' Crunch (Garchomp) (F) @ Garchompite
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Fire Blast
- Outrage
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Mega Garchomp in Sand is a undeniable monster. With huge 170 ATK stat, this thing comes in and kills something all the time. With sticky web up, the nerf to its speed is not a big problem, but I run Naive nature in case I haven't Mega evolve yet and need to KO a Charizard Y with SE.
Its moveset is pretty standard with EQ and Outrage for stab, Fire Blast for Ferro or Scizor,
2. Lando:
Gold Digger (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Earth Power
- Psychic
- Focus Blast
- Gravity
This is my late game sweeper. Once S-web is up and you have a chance to pull off Gravity, this beast comes in and OHKO or 2HKO most things. Also Gravity means no more Focus Miss. I run Modest Nature to boost its power even further, and because S-web and Gravity combo makes it faster than lots of mons.
Earth power for stab, Psychic for Megasaur or Fighting types, FBlast for annoying Ferror and sometimes a damaged Chansey.
3. Galvantula:
Bullseye (Galvantula) (M) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Volt Switch
- Hidden Power [Ice]
Galvantula is so good this generation that it plays an important role in my team. Not only it has the ability to slow down the opponent's team, but also keeps my game momentum with Volt Switch. I love to lead with this mon, but not go straight for Sticky Web if I detected a spinner or defogger and waste a good Pokemon. Thunder is for good damage and HP Ice is for Landos, Gliscors and Chomps.
4. Scarfed Tyranitar:
Bodybag (Tyranitar) (M) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Ice Punch
- Earthquake
- Stone Edge
Another big guy of the team. Scarfed Tytar is common these days but if you play it smart, this thing can catch people off guard and KO something. The Sand is also nice for Megachomp and breaking opponent's sashes. Crunch and SE and EQ are pretty standard, Ice punch for Landos and non-scarfed Chomps. (I was thinking of running Fire Punch for Scizor and Ferrothorn, instead of Ice Punch but not so sure about it)
5. AV Gyarados:
Red Bride (Gyarados) (F) @ Assault Vest
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Ice Fang
- Waterfall
- Earthquake
- Dragon Tail
I don't know if I'm the only one around here running AV Gya, but it is surprisingly good to me. Intimidate + AV is very wonderful, makes this thing a almost perfect Tank which can take most non-electric attacks and fire back a powerful attack. Dragon Tail is a filler, but works well when something like other Gyarados tries to setup.
This was a fallen comrade, who was replaced by the scary AC Conkeldur.
6. AV Conkeldurr:
Work bitch (Conkeldurr) @ Assault Vest
Ability: Guts
Shiny: Yes
Happiness: 0
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- ThunderPunch
- Knock Off
- Drain Punch
- Mach Punch
Defog Scizor wasn't that helpful to my team, and he couldn't take many hits as I expected him to, so I have to say goodbye to Zor, and hello Conk. This is a standard Assault Vest Conkeldurr that most people run. His 140 ATK is godlike and with the SpDef boost, anything that is not Talonflame or Staraptor cannot OHKO (or 2HKO) this beast. Thunder Punch instead of Ice because I don't have problem facing Landos or Gliscor ( and because of the crazy amount of Ice moves in my team lol). Also Thunder punch can help me deal a massive damage to Char Y, and then finish it off with a Mach Punch. 48 Speed so that Conk can outspeed non invested Azu (in case I need to kill it with Thunder Punch).
REPLAYS
LAST WORDS
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