Hi everyone, I need some suggestions to help me improve my team as I am not having enough confidence in my team. Any suggestions will be appreciated.
My team:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 164 SpA / 68 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Nature Power
- Taunt
- Earth Power
This is the main counter to stall. Magma storm is for trapping pex and for chip damage. Nature power is to surprise ko pert and hippo in grassy terrain and dnite and other dragons in misty terrain. Taunt is to stop stall and other annoying things. Eart power is for opposing tran and pex. The ev spread makes it both offensive and defensive.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Ice Shard
- Knock Off
This si our main sweeper when it's main checks are gone. Sd is for set up and knock off and t axel is stab. Ice shard is priority. This mon has been doing lots for my team.
Magnezone @ Choice Specs
Ability: Analytic
EVs: 176 Def / 236 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Body Press
- Thunderbolt
- Flash Cannon
This is our fake trapper as people just think it si a magnet pull one and don't switch. Analytic is important for koing Lando and chomp after rocks and for insane damage output. Volt swith is momentum and tbolt and flash cannon is stab. Body press is to deal with ferro. I have invested some defense into it to make body press hit harder and to better check kart. 96+ speed allows it to outspeed standard heatran and most variants of scizor.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Superpower
This si our main wallbreaker as it pairs really well with zone. Grassy glide is priority and for destroying many sweepers, hail, Rain and sand( mostly). Wood hammer is for koing everything unresisted and 2hkoing resists. U turn is momentum and superpower is for steels.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 24 Atk / 232 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Ice Fang
- Earthquake
I chose hippo over Lando for its ability to change weather, better bulk and better checking tran which is a big problem for our team. Rocks is obvious and slack off is for recovery. Ice fang is to surprise damage Lando, chomp, torn.
Tapu Fini @ Choice Scarf
Ability: Misty Surge
EVs: 44 HP / 252 SpA / 212 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Hydro Pump
- Moonblast
- Trick
This is our defogger and scarfer. Pump and moonblast is stab. Trick is to cripple walls. 216+ spd is to outspeed till zeraora.
Overall, it is pretty solid but I think there are still some changes which I am not getting. Thank you for reading.
My team:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 164 SpA / 68 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Nature Power
- Taunt
- Earth Power
This is the main counter to stall. Magma storm is for trapping pex and for chip damage. Nature power is to surprise ko pert and hippo in grassy terrain and dnite and other dragons in misty terrain. Taunt is to stop stall and other annoying things. Eart power is for opposing tran and pex. The ev spread makes it both offensive and defensive.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Ice Shard
- Knock Off
This si our main sweeper when it's main checks are gone. Sd is for set up and knock off and t axel is stab. Ice shard is priority. This mon has been doing lots for my team.
Magnezone @ Choice Specs
Ability: Analytic
EVs: 176 Def / 236 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Body Press
- Thunderbolt
- Flash Cannon
This is our fake trapper as people just think it si a magnet pull one and don't switch. Analytic is important for koing Lando and chomp after rocks and for insane damage output. Volt swith is momentum and tbolt and flash cannon is stab. Body press is to deal with ferro. I have invested some defense into it to make body press hit harder and to better check kart. 96+ speed allows it to outspeed standard heatran and most variants of scizor.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Superpower
This si our main wallbreaker as it pairs really well with zone. Grassy glide is priority and for destroying many sweepers, hail, Rain and sand( mostly). Wood hammer is for koing everything unresisted and 2hkoing resists. U turn is momentum and superpower is for steels.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 24 Atk / 232 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Ice Fang
- Earthquake
I chose hippo over Lando for its ability to change weather, better bulk and better checking tran which is a big problem for our team. Rocks is obvious and slack off is for recovery. Ice fang is to surprise damage Lando, chomp, torn.
Tapu Fini @ Choice Scarf
Ability: Misty Surge
EVs: 44 HP / 252 SpA / 212 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Hydro Pump
- Moonblast
- Trick
This is our defogger and scarfer. Pump and moonblast is stab. Trick is to cripple walls. 216+ spd is to outspeed till zeraora.
Overall, it is pretty solid but I think there are still some changes which I am not getting. Thank you for reading.
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