Recently came back after some years to play competitive Pokémon again. After some time battling, I ended up creating this team, but I know there is much room for improvement, specially because I'm not really used to some new "trends".
I'm having problem breaking some walls and overall, I feel I'm missing a stat-boosting Pokémon.
The team:
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hammer Arm
- Grass Knot
- Zen Headbutt
- Meteor Mash
I put him on the team because he is cheap and almost was banned. So he should be good. But I feel that I don't use him correctly, I can't get rid of his counters until late game, specially Slowbro (I put Grass Knot there because of him, but it still can't 2HKO and it's worth nothing if I become burned in between). I'm looking for a way to make him useful more early, maybe changing him, or his allies.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
STAB Iron Head with 60% chance of flinching backed by 492 Spd and 299 Atk can decide some battles. Also, she can be a "wildcard" just coming in and U-turning away. The idea of Healing Wish was that she could heal all Metagross' injuries to make him continue sweeping. This rarely proved useful, but I like the idea, I wanted to maybe change Metagross so he could benefit better of this.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
I put him because I needed a strong Grass attack and priority move. Whenever possible I put him against a slower opponent to put it to sleep, and attack with the remaining moves. I don't find easy opportunities to put him in thanks to his frail defenses, but when he hits, it's worth it. Also, he is good to break some walls putting them to sleep, but if he's dead, it's a problem, and he dies quick.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
Physical wall, he does a good job coming in and out, a lot of times thanks to Intimidate, and of course, also setting Stealth Rock. His Earthquake does a decent damage and has proven useful some times. He does his job good, there is not much to comment here.
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Bomb
- Earthquake
Special wall. She does her job well but then the best she can do is to spam Draco Meteor, which is worth nothing when the opposing Pokémon have a healing move, which is the case a lot of times, and I just end up wasting turns. I'm sure she must be changed, maybe changing Assault Vest to something else, and adding Toxic, or changing to a different special wall.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Generic defensive Rotom-W. He is good and easy to use, his type is good, Hydro Pump hit's hard, Will-O-Wisp spreads Burn in the enemy team, and Pain Split has proven very good to adding survivability into him. Volt Switch is a little weak and sometimes more useful for his Pokémon changing feature than damaging, which makes me miss a strong Electric-type move in the team.
I'm having problem breaking some walls and overall, I feel I'm missing a stat-boosting Pokémon.
The team:
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hammer Arm
- Grass Knot
- Zen Headbutt
- Meteor Mash
I put him on the team because he is cheap and almost was banned. So he should be good. But I feel that I don't use him correctly, I can't get rid of his counters until late game, specially Slowbro (I put Grass Knot there because of him, but it still can't 2HKO and it's worth nothing if I become burned in between). I'm looking for a way to make him useful more early, maybe changing him, or his allies.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
STAB Iron Head with 60% chance of flinching backed by 492 Spd and 299 Atk can decide some battles. Also, she can be a "wildcard" just coming in and U-turning away. The idea of Healing Wish was that she could heal all Metagross' injuries to make him continue sweeping. This rarely proved useful, but I like the idea, I wanted to maybe change Metagross so he could benefit better of this.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
I put him because I needed a strong Grass attack and priority move. Whenever possible I put him against a slower opponent to put it to sleep, and attack with the remaining moves. I don't find easy opportunities to put him in thanks to his frail defenses, but when he hits, it's worth it. Also, he is good to break some walls putting them to sleep, but if he's dead, it's a problem, and he dies quick.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
Physical wall, he does a good job coming in and out, a lot of times thanks to Intimidate, and of course, also setting Stealth Rock. His Earthquake does a decent damage and has proven useful some times. He does his job good, there is not much to comment here.
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Bomb
- Earthquake
Special wall. She does her job well but then the best she can do is to spam Draco Meteor, which is worth nothing when the opposing Pokémon have a healing move, which is the case a lot of times, and I just end up wasting turns. I'm sure she must be changed, maybe changing Assault Vest to something else, and adding Toxic, or changing to a different special wall.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Generic defensive Rotom-W. He is good and easy to use, his type is good, Hydro Pump hit's hard, Will-O-Wisp spreads Burn in the enemy team, and Pain Split has proven very good to adding survivability into him. Volt Switch is a little weak and sometimes more useful for his Pokémon changing feature than damaging, which makes me miss a strong Electric-type move in the team.