Hi there!
New around here, started getting into Competitive Battling during the remainder of Generation 5 days (literally the final all-out tournament that happened).
After enjoying that I figured I'd create a team which, in itself, has given moderate success.
(Be as harsh as you want, I'm really looking for possible replacements and general advice/comments revolving the team so any and all help is greatly appreciated!)
(Descriptions are a little shaky as I've never really done anything like this before, so bear with me!)
============================
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 252 HP / 252 Spd / 6 SDef
Jolly Nature
~ U-Turn
~ Taunt
~ Defog
~ Brave Bird
The main idea here is essentially Crobat being a pivot. Max Speed IVs and EV's allows it to outspeed most, and to have the same speed as Timid M-Gengar. Infiltrator allows to hit any Sub users, Defog to remove any potential hazards, U-Turn to switch out where necessary and Brave Bird to dent opposing Pokémon.
I did consider Roost over Taunt, but seeing as there are many threatening moves out there, I figured that shutting down any other taunt users, hazard moves, status-inducing/boosting is the better of the two, and U-Turning out into something else could prove helpful.
============================
Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
~ Scald
~ Ice Beam
~ Volt Switch
~ Dazzling Gleam
I was actually surprised about how much this would work; I'd originally seen it in the Creative Sets OU Gen 6 thread and thought "hey this is pretty cool" and it works here and there. The main idea is to lure any electric type moves against Crobat, switch in and either restore HP or just plain nullify them. The moves themselves are more for whatever Lanturn will be facing. Scald and Ice Beam are usually the main ones as my opponent, will more than likely switch into something Ground-typed. Dazzling Gleam is really just in-case a Dragon type pops up and Volt Switch is just for momentum again. The only real downside is Lanturn is kinda slow-ish.
An alternative for Rotom-Wash, which would also be a viable option given my next Pokémon.
============================
Rotom-H @ Choice Scarf
Ability: Levitate
EVs: 80 HP / 252 SAtk / 176 Spd
Modest Nature
~ Volt Switch
~ Will-o-Wisp
~ Thunder-wave
~ Overheat
I'll be honest, this seemed like a good idea at the time but now I'm not so sure. Levitate lures in EQ users who try to take out Lanturn then deal it from there. Possibly thinking of switching to Rotom-W (downside of Overheat) or giving Rotom-H an Expert Belt instead, replacing TWave and WoW with other options. (As an FYI HP for Rotom is Dark, but it can learn Dark Pulse so I suppose it would make HP Dark somewhat useless).
A bonus for this is to really counter Talonflame. Resist both of its main moves and then Volt Switch it out into Lanturn, which would also resist both moves.
============================
Kangaskhan @ Kangaskhanite
Ability: Early Bird [Parental Bond in Mega, which is p.much first turn always]
EVs: 252 HP / 252 Atk / 6 Spd
Jolly Nature
~ Power-up Punch
~ Return
~ Aerial Ace
~ Sucker Punch
Most people don't really predict Aerial Ace (or at least I've never really seen many Kangas with Aerial Ace on them). I've countered quite a few things using that, or predicting an Aegislash switch. That way I can still do some damage (if I'm predicting one) and do a decent amount to anything that doesn't resist it. The rest is self-explanatory. Return is the main attacking move unless PuP is more viable (the +2 boost is nice as-well), still does a hefty amount even at neutral attack. Sucker Punch is mainly for predictions and to take anything out.
============================
Togekiss @ Kings Rock
Ability: Serene Grace
EVs: 248 HP / 200 SAtk / 52 SDef / 52 Spd
Modest Nature
~ Aura Sphere
~ Air Slash
~ Dazzling Gleam
~ Shadow Ball
Paraflinch. I guess that's the main reason for it, not that it's any good considering how slow she is (which is my own doing at the end of the day and I accept that), but when she DOES outspeed something then it's nice. Although the attacks themselves to hit others pretty well, the main idea is to counter the Dragons then counter with (usually) STAB Dazzling Gleam or whatever would be super effective.
============================
Greninja @ Life Orb
Ability: Protean
EVs: 6 Atk / 252 SAtk / 252 Spd
Timid Nature
~ U-Turn
~ Scald
~ Ice Beam
~ Grass Knot
Usually used to get as much damage off as possible, obvious STAB and ideally super effective hits. Outspeeds most things Base 130 (assuming not running max Speed, which is incredibly unlikely), SAtk IV/EVs usually do a fair amount; U-Turn to pivot into something else if the opportunity is there.
============================
That's it.
- I feel that I'm really lacking the Physical side of things, but what to replace with who is troubling me.
- I personally feel that some movesets should really be changed, but once again, I'm somewhat unsure of what to change.
- Thinking of possibly changing to Rotom-Wash instead of Rotom-Heat (different items too), which in itself, would free up a spot with Lanturn, resist EQ and still be able to somewhat deal with Talonflame.
- The lack of priority moves is something of an issue as-well (which I really should think about getting) [Edit]
If anyone has any suggestions as to what needs changing/updating then. Happily taking any and all advice (as long as it's somewhat constructive)
New around here, started getting into Competitive Battling during the remainder of Generation 5 days (literally the final all-out tournament that happened).
After enjoying that I figured I'd create a team which, in itself, has given moderate success.
(Be as harsh as you want, I'm really looking for possible replacements and general advice/comments revolving the team so any and all help is greatly appreciated!)
(Descriptions are a little shaky as I've never really done anything like this before, so bear with me!)
============================
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 252 HP / 252 Spd / 6 SDef
Jolly Nature
~ U-Turn
~ Taunt
~ Defog
~ Brave Bird
The main idea here is essentially Crobat being a pivot. Max Speed IVs and EV's allows it to outspeed most, and to have the same speed as Timid M-Gengar. Infiltrator allows to hit any Sub users, Defog to remove any potential hazards, U-Turn to switch out where necessary and Brave Bird to dent opposing Pokémon.
I did consider Roost over Taunt, but seeing as there are many threatening moves out there, I figured that shutting down any other taunt users, hazard moves, status-inducing/boosting is the better of the two, and U-Turning out into something else could prove helpful.
============================
Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
~ Scald
~ Ice Beam
~ Volt Switch
~ Dazzling Gleam
I was actually surprised about how much this would work; I'd originally seen it in the Creative Sets OU Gen 6 thread and thought "hey this is pretty cool" and it works here and there. The main idea is to lure any electric type moves against Crobat, switch in and either restore HP or just plain nullify them. The moves themselves are more for whatever Lanturn will be facing. Scald and Ice Beam are usually the main ones as my opponent, will more than likely switch into something Ground-typed. Dazzling Gleam is really just in-case a Dragon type pops up and Volt Switch is just for momentum again. The only real downside is Lanturn is kinda slow-ish.
An alternative for Rotom-Wash, which would also be a viable option given my next Pokémon.
============================
Rotom-H @ Choice Scarf
Ability: Levitate
EVs: 80 HP / 252 SAtk / 176 Spd
Modest Nature
~ Volt Switch
~ Will-o-Wisp
~ Thunder-wave
~ Overheat
I'll be honest, this seemed like a good idea at the time but now I'm not so sure. Levitate lures in EQ users who try to take out Lanturn then deal it from there. Possibly thinking of switching to Rotom-W (downside of Overheat) or giving Rotom-H an Expert Belt instead, replacing TWave and WoW with other options. (As an FYI HP for Rotom is Dark, but it can learn Dark Pulse so I suppose it would make HP Dark somewhat useless).
A bonus for this is to really counter Talonflame. Resist both of its main moves and then Volt Switch it out into Lanturn, which would also resist both moves.
============================
Kangaskhan @ Kangaskhanite
Ability: Early Bird [Parental Bond in Mega, which is p.much first turn always]
EVs: 252 HP / 252 Atk / 6 Spd
Jolly Nature
~ Power-up Punch
~ Return
~ Aerial Ace
~ Sucker Punch
Most people don't really predict Aerial Ace (or at least I've never really seen many Kangas with Aerial Ace on them). I've countered quite a few things using that, or predicting an Aegislash switch. That way I can still do some damage (if I'm predicting one) and do a decent amount to anything that doesn't resist it. The rest is self-explanatory. Return is the main attacking move unless PuP is more viable (the +2 boost is nice as-well), still does a hefty amount even at neutral attack. Sucker Punch is mainly for predictions and to take anything out.
============================
Togekiss @ Kings Rock
Ability: Serene Grace
EVs: 248 HP / 200 SAtk / 52 SDef / 52 Spd
Modest Nature
~ Aura Sphere
~ Air Slash
~ Dazzling Gleam
~ Shadow Ball
Paraflinch. I guess that's the main reason for it, not that it's any good considering how slow she is (which is my own doing at the end of the day and I accept that), but when she DOES outspeed something then it's nice. Although the attacks themselves to hit others pretty well, the main idea is to counter the Dragons then counter with (usually) STAB Dazzling Gleam or whatever would be super effective.
============================
Greninja @ Life Orb
Ability: Protean
EVs: 6 Atk / 252 SAtk / 252 Spd
Timid Nature
~ U-Turn
~ Scald
~ Ice Beam
~ Grass Knot
Usually used to get as much damage off as possible, obvious STAB and ideally super effective hits. Outspeeds most things Base 130 (assuming not running max Speed, which is incredibly unlikely), SAtk IV/EVs usually do a fair amount; U-Turn to pivot into something else if the opportunity is there.
============================
That's it.
- I feel that I'm really lacking the Physical side of things, but what to replace with who is troubling me.
- I personally feel that some movesets should really be changed, but once again, I'm somewhat unsure of what to change.
- Thinking of possibly changing to Rotom-Wash instead of Rotom-Heat (different items too), which in itself, would free up a spot with Lanturn, resist EQ and still be able to somewhat deal with Talonflame.
- The lack of priority moves is something of an issue as-well (which I really should think about getting) [Edit]
If anyone has any suggestions as to what needs changing/updating then. Happily taking any and all advice (as long as it's somewhat constructive)
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