I think this is balanced

1st "competitive" team I put together, aiming for some sort of balance. It's been doing alright, got around 1350ish when playing yesterday, will update today if I get further.
The goal is to set up Stealth Rocks and get out Mega-zard X or Electivire to do some sweeping, while everyone else provides support and switches. Lots and lots of switches.

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Underminer (Excadrill) (M) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Slide

Jolly nature and max speed to outrun slower leads and get Stealth Rocks out and Rapid Spin if they set their own Entry Hazards. Focus Sash is there in case the opponent leads with something that wrecks Excadrill, while he can usually hit back with Rock Slide and Earthquake (which hits levitators thanks to Mold Breaker.)
Not sure if I want to change him around or just get a different lead. He's hit or miss depending on the other team. The typing attracts Fire, Ground, and Fighting attacks, which are all free switches for other team members.



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Jelly (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 128 SAtk / 228 HP / 152 Def
Modest Nature
- Giga Drain
- Scald
- Recover
- Shadow Ball

Designated spin-blocker. Nature and EV spread is to let him take some decent hits, and dish some out himself. Water Absorb is therefor people trying to Scald or Hydro Pump on Heatran or Charizard, and the Ghost typing allows him to switch in on Fighting moves aimed at other members. Giga Drain is for the bulky waters (especially Ground/ Water types.) Scald and Shadow Ball are the STAB moves, while Recover is for when Giga Drain doesn't cut it.
I've been thinking about switching Scald back to Wil-o-Wisp, but not entirely sure yet. Also open to changing Nature and EV spread too.




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Sylvia (Sylveon) (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect

The generic cleric. Nature and EVs is to buff the Def of Sylveon, since it naturally has good SpDef, and lives through quite a bit with this spread. Hyper Voice with Pixilate is surprisingly powerful, even with no EVs invested in SpAtk. Heal Bell to get rid of status conditions anyone might have, and Wish to heal teammates or Sylveon herself. Protect is there for free leftovers, or wish. And of course, the fairy typing is great defensively. Any Poison or Steel attacks directed at Sylveon can be switched to Heatran or Excadrill.
I honestly love Sylveon the way she is, don't think this one is changing.


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Dodongo (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Lava Plume
- Flash Cannon
- Ancient Power
- Earth Power

Scarfed Heatran is a great revenge killer, and can get some free switch-ins thanks to his typing and ability. EV spread is standard sweeper stuff, and Timid is to maximize the number of mons to outrun. Lava Plume and Flash Cannon are STABs, Earth Power is for coverage and pwnage vs mons with the 4x Ground weakness, and Ancient Power is there for the Charizard, Talonflame, and Volcarona. Heatran usually attracts types that other team mates can easily switch into, so the Scarf lock isn't too big of a deal if the team mates are still around.
Heatran is probably the one I've been changing the most, but I find this set to help the team the best. He's naturally bulky enough to take hits, and he usually needs switching anyway due to the high number of Earthquake users.
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Grim (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Fire Punch

This shouldn't require too much explanation, this is a pretty standard Charizard X. Jolly to outrun base 100s that choose power, EV spread to maximize attack and Speed, and the moveset to buff up and hit as many things as possible. Fire/ Dragon typing is amazing, and even the initial Fire/Flying helps out a lot if you can switch in on an Earthquake.


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Thundaga (Electivire) (M) @ Expert Belt
Ability: Motor Drive
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brick Break
- Earthquake
- Wild Charge
- Ice Punch

Pretty much the wildcard choice, but he works very well. Lots of mons like to Thunder Wave or Volt Switch against other team mates, especially Jellicent, and it's usually easy to see coming. Just switch to Electivire for a free boost to come in and sweep. Jolly nature and EVs for max speed for when you don't have the boost from Motor Drive, and Expert Belt because of the amazing coverage Electivire has. Wild Charge is the STAB hitting hard against Water and Flying types. Earthquake is Earthquake, Ice Punch for mons like Gliscor and the dragon types who are powerless against the ice. Brick Break is my fighting move of choice, as it only has 5 BP less than Cross-Chop but 100 accuracy to the 80. Having a fighting move is really game-breaking against stuff like Chansey and T-tar who rain on my parade. Obviously no need for Flamethrower, as Heatran and Charizard have that covered.
I honestly don't think I'd take Electivire off the team or change his moves. Too many times has this guy either turned games around, or won them himself. Seriously, why aren't we using this thing more?

So there it is, my first shot at a competitive team. Let me know what you guys think. Tips and tweaks are welcome, as I'm obviously n00b to this.
 
4 mons weak against ground in the same team is a record.

A spinner with the focus sash has not so much sense...

Underminer (Excadrill) (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Slide

Even with max speed, u cannot outspeed half of the meta. The choice scarf can be an aption. Even if with the air balloon u can do nasty things against gliscor and other excadrill. But seriously, scarfdrill is awesome, try it.

Electivire sucks even in RU. With ice punch u cannot kill gliscor, lando with intimidate destroy u because he can outspeed with eq.
With so much mons weak against ground Lando can fit good in this team: u have two x4 resistance against ground

Landorus @ Life Orb
Ability: Sheer Force
Evs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Earth Power
- Hidden Power Ice
- Psychic
- Sludge Bomb / Stealth Rock / Calm Mind

With him your team isn't stalled against megasaur, ground immunity, good speed for outspeeding based 100. If u want u can even move SR on him and try scarfdrill.

For heatran: Ancient power cannot kill chari Y even with modest nature. Talonflame never stay in.
U can think to run HP grass for overpredicting rotom/greninja/quagsire.

Jellicent is really gen 5. With so much knock off around, i don't knock how much u need def evs.
 
4 mons weak against ground in the same team is a record.

A spinner with the focus sash has not so much sense...

Underminer (Excadrill) (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Slide

Even with max speed, u cannot outspeed half of the meta. The choice scarf can be an aption. Even if with the air balloon u can do nasty things against gliscor and other excadrill. But seriously, scarfdrill is awesome, try it.

Electivire sucks even in RU. With ice punch u cannot kill gliscor, lando with intimidate destroy u because he can outspeed with eq.
With so much mons weak against ground Lando can fit good in this team: u have two x4 resistance against ground

Landorus @ Life Orb
Ability: Sheer Force
Evs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Earth Power
- Hidden Power Ice
- Psychic
- Sludge Bomb / Stealth Rock / Calm Mind

With him your team isn't stalled against megasaur, ground immunity, good speed for outspeeding based 100. If u want u can even move SR on him and try scarfdrill.

For heatran: Ancient power cannot kill chari Y even with modest nature. Talonflame never stay in.
U can think to run HP grass for overpredicting rotom/greninja/quagsire.

Jellicent is really gen 5. With so much knock off around, i don't knock how much u need def evs.
I'll go ahead and give Landorus a shot as a SR lead and scarf up Excadrill. Any suggestions or replacement for Jellicent?
 
If u want an antispinner try aegislash

Aegislash @ Air Balloon/ Leftovers
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 Atk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword / Pursuit / Iron Head

Even if aegislash needs some practice to be use, u can 2kho everything with shadow ball.

If u want a semi defensive wall, try sableye

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off/ Foul Play
- Will-o-Wisp
- Taunt
- Recover

Aegislash is more aggressive, sableye is more an annoier with wow and recover. Both can fits in the team.
 
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