So I'm competing in a monotype tournament with no wild cards. This is one of the first teams I've built, so not very much is original. The other types I'm against are steel, electric, psychic, water, flying, dragon, and fighting. I should be fine against electric, i hope.
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/52 Atk/32 Def/172 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Curse
- Superpower or eathquake (undecided)
Not so typical lead. Sandstream sets up a sandstorm without wasting a turn, and Gliscor benefits from that. Ideally, I can use curse to boost superpower or earthquake to sweep either steel or electric. Stealth rock is a safe start, and Slackoff is just to bother the other guy.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 254 HP/60 Spd/196 SDef
Brave nature (+Atk, -Spd) not sure
- Earthquake
- Roost
- Night Slash
- Thunder Fang
---
Gliscor gets a speed boost from Hippowdons sandstorm so I can use get the jump on something. Earthquake to sweep electric and steel. Roost for the health. Night slask to counter any psychic types that think they're being cute, and thunderfang to counter water.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 100 HP/254 Atk/156 Def
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Avalanche
- Curse
---
Curse to set up earthquake and stone edge. Earthquake gets STAB againts steel. Stone edge to take out the flying team. Avalanche for the flying and dragon teams. I picked this mainly because it is one of the few grounds that isn't weak against water.
Flygon (M) @ Choice Band
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Giga Drain
- U-Turn
---
Flygons speed is what is useful here. That's about it though. Earthquake and Outrage because STAB and Choice Band will make them really powerful. U-urn just in case, and Giga Drain to sweep on water.
Quagsire (M) @ Sitrus Berry
Ability: Water Absorb
EVs: 100 HP/252 Atk/152 SAtk/4 SDef
Lonely nature (+Atk, -Def)
- Yawn
- Sludge Bomb
- Ice Beam
- Counter
---
My least favorite. Yawn for a guaranteed sleep or stealth rock damage if they switch, Icebeam for flying and dragon. Counter for a surprise ko, if I'm lucky.
Mamoswine (M) @ Life Orb
Ability: Oblivious
EVs: 252 Atk/4 Def/252 Spd
Lonely nature (+Atk, -Def)
- Earthquake
- Superpower
- Hidden Power [Dark]
- Icefang
---
Icefang and Earthquake for devastating STABs. Superpower for anything resisitant, and hidden power for the psychic team. Mamoswine is one of my favorites on this team, although I'm not too sure about the moveset or nature.
All in all, I'm not too happy with my team, but thats from the monotype setup. I think there might be too much earthquake, but who knows Any suggestions for improvements are welcome. Thanks.
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/52 Atk/32 Def/172 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Curse
- Superpower or eathquake (undecided)
Not so typical lead. Sandstream sets up a sandstorm without wasting a turn, and Gliscor benefits from that. Ideally, I can use curse to boost superpower or earthquake to sweep either steel or electric. Stealth rock is a safe start, and Slackoff is just to bother the other guy.
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 254 HP/60 Spd/196 SDef
Brave nature (+Atk, -Spd) not sure
- Earthquake
- Roost
- Night Slash
- Thunder Fang
---
Gliscor gets a speed boost from Hippowdons sandstorm so I can use get the jump on something. Earthquake to sweep electric and steel. Roost for the health. Night slask to counter any psychic types that think they're being cute, and thunderfang to counter water.
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 100 HP/254 Atk/156 Def
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Avalanche
- Curse
---
Curse to set up earthquake and stone edge. Earthquake gets STAB againts steel. Stone edge to take out the flying team. Avalanche for the flying and dragon teams. I picked this mainly because it is one of the few grounds that isn't weak against water.
Flygon (M) @ Choice Band
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Giga Drain
- U-Turn
---
Flygons speed is what is useful here. That's about it though. Earthquake and Outrage because STAB and Choice Band will make them really powerful. U-urn just in case, and Giga Drain to sweep on water.
Quagsire (M) @ Sitrus Berry
Ability: Water Absorb
EVs: 100 HP/252 Atk/152 SAtk/4 SDef
Lonely nature (+Atk, -Def)
- Yawn
- Sludge Bomb
- Ice Beam
- Counter
---
My least favorite. Yawn for a guaranteed sleep or stealth rock damage if they switch, Icebeam for flying and dragon. Counter for a surprise ko, if I'm lucky.
Mamoswine (M) @ Life Orb
Ability: Oblivious
EVs: 252 Atk/4 Def/252 Spd
Lonely nature (+Atk, -Def)
- Earthquake
- Superpower
- Hidden Power [Dark]
- Icefang
---
Icefang and Earthquake for devastating STABs. Superpower for anything resisitant, and hidden power for the psychic team. Mamoswine is one of my favorites on this team, although I'm not too sure about the moveset or nature.
All in all, I'm not too happy with my team, but thats from the monotype setup. I think there might be too much earthquake, but who knows Any suggestions for improvements are welcome. Thanks.