Introduction:
Hi everyone and thank you for reading this! I made this team a while ago and it's been underperforming for me. It was built around MegaAerodactyl. Since it's been losing most games, I figured I'd post it here and see what I can fix, because I myself am out of ideas...Without further ado, the team:
Aerodactyl
Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Taunt
- Roost
This is the "main" Pokemon on this team, the one it was built around.
I decided to run a standard dual-STAB one with Taunt to stop set up, as well as hazards. Roost is there for longevity, though EQ could be used as well for some coverage. I wanted to use it due to its power, but it's been one of the weaker members.
Starmie
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin
This is the first half of my defensive core. I needed a Spinner for my Aerodactyl, as well as a SpD wall, so I chose Starmie. It also gets Scald for some nice burn-spreading, as well as Recover and Natural Cure, so it can't be easily crippled.
Amoonguss
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Giga Drain
- Spore
- Sludge Bomb
- Hidden Power [Fire]
Amoonguss was chosen because I needed a Defensive wall that synergizes well with Starmie. It has really good utility, can sleep threats and switch out to heal with Regenerator. It switches into most attacks, and I really needed a Pokemon who could switch into both sides of the spectrum due to my other frail members.
Scizor
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Knock Off
This guy is the main hard-hitter on the team. I needed something to kill Fairies, besides Amoonguss. (Cause let's be honest, it's not strong enough to reliably kill them).
I realized I had 2 Fire resists, so I could easily slap it on the team without much worrying. It's also bulky enough to switch into a few hits, so I don't need to be afraid to bring it in most of the time.
Weavile
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Low Kick/Poison Jab
Upon realizing I had something to deal with Fairies, I added Weavile. It's still a pretty strong Mon to use, and Knock Off is always a great asset of any team. It's a bit on the frailer side, though, so I may change it, The set is pretty standard. Low Kick is there for the Steel types such as Aggron, though Poison Jab is also an option.
Chandelure
Chandelure (F) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Chandelure was the last Mon I added because I could use a Scarfer, something with the ability to Trick walls and some raw special attack. This team was pretty weak from the special side, so I figured I'd add it since Ghost is a pretty good type nowadays.
Conclusion
Overall, I feel like the team lacks power, despite its relatively powerful members. I wanted to completely scrap this team, but I figured I'd post it here before I do that and see how I could fix it. Feel free to leave suggestions below, I'm open to any and all changes, though I'd prefer if I could keep the defensive core.
Thanks for reading!^^
Hi everyone and thank you for reading this! I made this team a while ago and it's been underperforming for me. It was built around MegaAerodactyl. Since it's been losing most games, I figured I'd post it here and see what I can fix, because I myself am out of ideas...Without further ado, the team:
Aerodactyl
Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Taunt
- Roost
This is the "main" Pokemon on this team, the one it was built around.
I decided to run a standard dual-STAB one with Taunt to stop set up, as well as hazards. Roost is there for longevity, though EQ could be used as well for some coverage. I wanted to use it due to its power, but it's been one of the weaker members.
Starmie
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin
This is the first half of my defensive core. I needed a Spinner for my Aerodactyl, as well as a SpD wall, so I chose Starmie. It also gets Scald for some nice burn-spreading, as well as Recover and Natural Cure, so it can't be easily crippled.
Amoonguss
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Giga Drain
- Spore
- Sludge Bomb
- Hidden Power [Fire]
Amoonguss was chosen because I needed a Defensive wall that synergizes well with Starmie. It has really good utility, can sleep threats and switch out to heal with Regenerator. It switches into most attacks, and I really needed a Pokemon who could switch into both sides of the spectrum due to my other frail members.
Scizor
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Knock Off
This guy is the main hard-hitter on the team. I needed something to kill Fairies, besides Amoonguss. (Cause let's be honest, it's not strong enough to reliably kill them).
I realized I had 2 Fire resists, so I could easily slap it on the team without much worrying. It's also bulky enough to switch into a few hits, so I don't need to be afraid to bring it in most of the time.
Weavile
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Low Kick/Poison Jab
Upon realizing I had something to deal with Fairies, I added Weavile. It's still a pretty strong Mon to use, and Knock Off is always a great asset of any team. It's a bit on the frailer side, though, so I may change it, The set is pretty standard. Low Kick is there for the Steel types such as Aggron, though Poison Jab is also an option.
Chandelure
Chandelure (F) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Chandelure was the last Mon I added because I could use a Scarfer, something with the ability to Trick walls and some raw special attack. This team was pretty weak from the special side, so I figured I'd add it since Ghost is a pretty good type nowadays.
Conclusion
Overall, I feel like the team lacks power, despite its relatively powerful members. I wanted to completely scrap this team, but I figured I'd post it here before I do that and see how I could fix it. Feel free to leave suggestions below, I'm open to any and all changes, though I'd prefer if I could keep the defensive core.
Thanks for reading!^^