EDIT: THIS IS THE NEWEST CURRENT VERSION OF THE TEAM: https://pokepast.es/39a0dd59568c4903
I will update that link with whatever changes my newest team has. That way, people do not have to read through the mass of information.
So I was wondering if any of you guys could help with my first team. I'm not new to competitive Pokemon, but I'm new to PU, and it has been a while since I've played. Anyway, here is my team:
Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard
Abomasnow's job is to set up chip damage after rocks and toxic spikes have been set up, while also being able to kill/wallbreak foes it outspeeds. It also cleans up weakened Pokemon with a nice ice shard. It was the main reason I built this team, and I tried to pick Pokemon Abomasnow had synergy with.
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 48 HP / 208 Atk / 252 Spe
Jolly Nature
- Multi-Attack
- Thunderbolt
- Parting Shot
- Defog
Silvally's job is to remove hazards if the team is heavily set on stall. and also kill fighting/dark types it outspeeds that may give Abomasnow trouble. Thunderbolt is a good coverage move to deal with not weakened flying types that Abomasnow can't kill with ice shard. Parting shot can be used as a pivot to annoy set up sweepers and allow for A-Sandshrew to set up.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Healing Wish
- Psychic
- Dazzling Gleam
Mespirit is my rock setter. It also is used to dispose of fighting types, while also otherwise providing general utility. Healing wish is great to allow for a weakened A-Sandslash or Abomasnow to have enough HP to get back into the game. Dazzling gleam is there to hit dark types that may otherwise switch in for free. Overall, a solid choice.
Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Icicle Crash
- Earthquake
- Iron Head
Under hail, Sandslash is fearsome. Swords dance can be used on a predicted switch, icicle crash has a chance of flinching, and earthquake is good for hitting normal potential checks and counters to my team that would otherwise outspeed without hail. Iron head is there for coverage, though I have debated on switching it with substitute.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 72 SpD / 184 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
Lanturn is my special wall of my team, that lets me bring in Abomasnow safely. It can serve as a check to Togedemaru, which is useful for this team and has giving me a lot of trouble otherwise. It has decent speed and great bulk, so the utility is appreciated. Scald can be helpful to cripple a fighting type that hasn't been poisoned yet.
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Toxic Spikes
- Flamethrower
- Taunt
Weezing helps set up toxic spikes, which helps out my team a lot by contributing to a residual damage chain of hail, rocks, and poison. Flamethrower is ran over will-o-wisp to help against Togedamaru. Taunt helps stop some set up sweepers. Sludge bomb is just an overall good stab move. Weezing is a good partner to Lanturn, as they can switch in for eachother in a lot of situations. Weezing alleviates the need for Lanturn to run toxic. The removal of will-o-wisp led me to put scald on Lanturn, so I still have a good chance of burning a troublesome fighting type.
Current Issues with My Team That I Need Help Resolving:
Complete stall teams just break down this team. I struggle with set up sleepers(especially A-Raichu), and teams with priority moves and two fighting types really bog me down . Some steel types completely shut down my team, and hyper offensive teams can kill a key member of my team or force me to sack a Pokemon I need. I'm not sure how to remedy these problems, or what I should do to improve my team overall. I'm looking for more experienced players to help.
I will update that link with whatever changes my newest team has. That way, people do not have to read through the mass of information.
So I was wondering if any of you guys could help with my first team. I'm not new to competitive Pokemon, but I'm new to PU, and it has been a while since I've played. Anyway, here is my team:
Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard
Abomasnow's job is to set up chip damage after rocks and toxic spikes have been set up, while also being able to kill/wallbreak foes it outspeeds. It also cleans up weakened Pokemon with a nice ice shard. It was the main reason I built this team, and I tried to pick Pokemon Abomasnow had synergy with.
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 48 HP / 208 Atk / 252 Spe
Jolly Nature
- Multi-Attack
- Thunderbolt
- Parting Shot
- Defog
Silvally's job is to remove hazards if the team is heavily set on stall. and also kill fighting/dark types it outspeeds that may give Abomasnow trouble. Thunderbolt is a good coverage move to deal with not weakened flying types that Abomasnow can't kill with ice shard. Parting shot can be used as a pivot to annoy set up sweepers and allow for A-Sandshrew to set up.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Healing Wish
- Psychic
- Dazzling Gleam
Mespirit is my rock setter. It also is used to dispose of fighting types, while also otherwise providing general utility. Healing wish is great to allow for a weakened A-Sandslash or Abomasnow to have enough HP to get back into the game. Dazzling gleam is there to hit dark types that may otherwise switch in for free. Overall, a solid choice.
Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Icicle Crash
- Earthquake
- Iron Head
Under hail, Sandslash is fearsome. Swords dance can be used on a predicted switch, icicle crash has a chance of flinching, and earthquake is good for hitting normal potential checks and counters to my team that would otherwise outspeed without hail. Iron head is there for coverage, though I have debated on switching it with substitute.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 72 SpD / 184 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
Lanturn is my special wall of my team, that lets me bring in Abomasnow safely. It can serve as a check to Togedemaru, which is useful for this team and has giving me a lot of trouble otherwise. It has decent speed and great bulk, so the utility is appreciated. Scald can be helpful to cripple a fighting type that hasn't been poisoned yet.
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Toxic Spikes
- Flamethrower
- Taunt
Weezing helps set up toxic spikes, which helps out my team a lot by contributing to a residual damage chain of hail, rocks, and poison. Flamethrower is ran over will-o-wisp to help against Togedamaru. Taunt helps stop some set up sweepers. Sludge bomb is just an overall good stab move. Weezing is a good partner to Lanturn, as they can switch in for eachother in a lot of situations. Weezing alleviates the need for Lanturn to run toxic. The removal of will-o-wisp led me to put scald on Lanturn, so I still have a good chance of burning a troublesome fighting type.
Current Issues with My Team That I Need Help Resolving:
Complete stall teams just break down this team. I struggle with set up sleepers(especially A-Raichu), and teams with priority moves and two fighting types really bog me down . Some steel types completely shut down my team, and hyper offensive teams can kill a key member of my team or force me to sack a Pokemon I need. I'm not sure how to remedy these problems, or what I should do to improve my team overall. I'm looking for more experienced players to help.
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