Gen 6 was the first generation I have begun to get serious about competitive battling. After a lot of research, trial and error, and breeding, I created this team. However, due to my lack of experience, I wanted to have my team reviewed and fixed by someone who has more experience than me, especially since it's not winning as many battles as I want it to. Anyway, thanks for reading and here's my team:
Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Outrage
- Earthquake
- Stone Edge
- Roost
Dragonite was a pokemon I simply added on since I knew I can't go wrong with it. It can take nearly any hit the first time due to it's Multiscale. It's meant for offense and defense. Outrage, Earthquake, and Stone Edge are all there to check all kinds of types while being powerful moves. Roost is obviously there to restore health and Multiscale when possible or necessary. Lum Berry is to get rid of the common sleep status which a lot of people have tented to attempt to hit Dragonite with, and it also helps if Dragonite manages to get through Outrage and I need to continue sweeping without the worry of confusion stopping me.
Reuniclus (M) @ Life Orb
Ability: Magic Guard
EVs: 170 Def / 252 SAtk / 88 SDef
Modest Nature
IVs: 0 Spd
- Focus Blast
- Psychic
- Shadow Ball
- Trick Room
Reuniclus was the first pokemon I bred and is the only one which I am confident about. It sweeps almost everything with Focus Blast, Psychic, and Shadow Ball, and does so by first using Trick Room to go first. It has even defenses due to EVs in order to survive any move when it's at full HP. The Life Orb is there to give an amazing boost while Magic Guard helps protect from both Orb retaliation and other things that would make it so Reuniclus can't survive its first hit.
Goodra (M) @ Assault Vest
Ability: Gooey
EVs: 4 Def / 252 SAtk / 252 SDef
Calm Nature
- Ice Beam
- Dragon Pulse
- Flamethrower
- Sludge Wave
Goodra is meant to be a special tank. All four of its moves are intended to take care of any threat that comes its way. EVs in Special Attack in order to get the maximum amount of force into its attacks while the EVs in special defense are put there to make sure that no special attack can break through Goodra. Assault Vest works great since Goodra wasn't going to have anything but offensive moves and helps with the lower defense. Gooey also helps to punish the physical attackers which manage to come against Goodra.
Cloyster (M) @ Leftovers
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Impish Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Toxic Spikes
Cloyster is intended to be a physical sweeper, or at least a backup one. Icicle Spear and Rock Blast are meant to hit anything with at least neutral damage (as far as I'm concerned). Skill Link in order to make the two offensive moves actually hurt. Toxic Spikes are intended to be pit down whenever an opportunity arises, such as fighting a physical offensive pokemon since Cloyster as very good physical defense. Shell Smash is another option for when an opportunity arises since it allows speed and attack to be doubled and helps greatly with the sweeping. Leftovers to restore health against weather, status, spikes, etc.
Ferrothorn (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 2 HP / 252 Atk / 128 Def / 128 SDef
Careful Nature
IVs: 0 Spd
- Leech Seed
- Stealth Rock
- Power Whip
- Gyro Ball
Ferrothorn is intended to take any attack as long as it isn't fire. However, it is also meant to pack a heavy punch if necessary. Low speed is meant to complement Gyro Ball even further. Power Whip is there to punch anything that can take the Gyro Ball. Leech Seed and Stealth Rock are to be put up to help support the battle while a pokemon unable to pierce Ferrothron's defenses is out. Rocky Helmet is there to give any contact move some extra damage along with the damage from Iron Barbs. Ferrothorn is also nice to use when there is some Trick Room left over from Reuniclus.
Espeon (M) @ Light Clay
Ability: Magic Bounce
EVs: 4 HP / 252 SDef / 252 Spd
Timid Nature
- Light Screen
- Reflect
- Trick Room
- Morning Sun
Espeon is intended to be 100% support. However, Espeon is the pokemon I have the least confidence in remaining here. Usually the goal with Espeon is to set up Reflect and Light Screen the maximum amount of turns with Light Clay. Usually this occurs in the beginning of the battle and Espeon is intended to sacrifice itself to do the same at the end of the battle. Max speed EVs to help make sure it can get everything up before the opponent attacks. The main feature of Espeon is Magic Bounce. This makes set up impossible for opponents at the beginning of the game whenever I decide to start with Espeon. Morning Sun is make Espeon get the extra boost of endurance and to make sure that it can stay alive. Finally, Trick Room is important in order to help set up for Reuniclus if a turn to set it up as Reuniclus is too risky. It also helps Ferrothorn if that's the direction I want to take.
Anyway that's my team. If replacing any pokemon is necessary in order to fix this team, then I'll be happy to do so. I'm willing to take any and all suggestions.
Thanks for reading!
Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Outrage
- Earthquake
- Stone Edge
- Roost
Dragonite was a pokemon I simply added on since I knew I can't go wrong with it. It can take nearly any hit the first time due to it's Multiscale. It's meant for offense and defense. Outrage, Earthquake, and Stone Edge are all there to check all kinds of types while being powerful moves. Roost is obviously there to restore health and Multiscale when possible or necessary. Lum Berry is to get rid of the common sleep status which a lot of people have tented to attempt to hit Dragonite with, and it also helps if Dragonite manages to get through Outrage and I need to continue sweeping without the worry of confusion stopping me.
Reuniclus (M) @ Life Orb
Ability: Magic Guard
EVs: 170 Def / 252 SAtk / 88 SDef
Modest Nature
IVs: 0 Spd
- Focus Blast
- Psychic
- Shadow Ball
- Trick Room
Reuniclus was the first pokemon I bred and is the only one which I am confident about. It sweeps almost everything with Focus Blast, Psychic, and Shadow Ball, and does so by first using Trick Room to go first. It has even defenses due to EVs in order to survive any move when it's at full HP. The Life Orb is there to give an amazing boost while Magic Guard helps protect from both Orb retaliation and other things that would make it so Reuniclus can't survive its first hit.
Goodra (M) @ Assault Vest
Ability: Gooey
EVs: 4 Def / 252 SAtk / 252 SDef
Calm Nature
- Ice Beam
- Dragon Pulse
- Flamethrower
- Sludge Wave
Goodra is meant to be a special tank. All four of its moves are intended to take care of any threat that comes its way. EVs in Special Attack in order to get the maximum amount of force into its attacks while the EVs in special defense are put there to make sure that no special attack can break through Goodra. Assault Vest works great since Goodra wasn't going to have anything but offensive moves and helps with the lower defense. Gooey also helps to punish the physical attackers which manage to come against Goodra.
Cloyster (M) @ Leftovers
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Impish Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Toxic Spikes
Cloyster is intended to be a physical sweeper, or at least a backup one. Icicle Spear and Rock Blast are meant to hit anything with at least neutral damage (as far as I'm concerned). Skill Link in order to make the two offensive moves actually hurt. Toxic Spikes are intended to be pit down whenever an opportunity arises, such as fighting a physical offensive pokemon since Cloyster as very good physical defense. Shell Smash is another option for when an opportunity arises since it allows speed and attack to be doubled and helps greatly with the sweeping. Leftovers to restore health against weather, status, spikes, etc.
Ferrothorn (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 2 HP / 252 Atk / 128 Def / 128 SDef
Careful Nature
IVs: 0 Spd
- Leech Seed
- Stealth Rock
- Power Whip
- Gyro Ball
Ferrothorn is intended to take any attack as long as it isn't fire. However, it is also meant to pack a heavy punch if necessary. Low speed is meant to complement Gyro Ball even further. Power Whip is there to punch anything that can take the Gyro Ball. Leech Seed and Stealth Rock are to be put up to help support the battle while a pokemon unable to pierce Ferrothron's defenses is out. Rocky Helmet is there to give any contact move some extra damage along with the damage from Iron Barbs. Ferrothorn is also nice to use when there is some Trick Room left over from Reuniclus.
Espeon (M) @ Light Clay
Ability: Magic Bounce
EVs: 4 HP / 252 SDef / 252 Spd
Timid Nature
- Light Screen
- Reflect
- Trick Room
- Morning Sun
Espeon is intended to be 100% support. However, Espeon is the pokemon I have the least confidence in remaining here. Usually the goal with Espeon is to set up Reflect and Light Screen the maximum amount of turns with Light Clay. Usually this occurs in the beginning of the battle and Espeon is intended to sacrifice itself to do the same at the end of the battle. Max speed EVs to help make sure it can get everything up before the opponent attacks. The main feature of Espeon is Magic Bounce. This makes set up impossible for opponents at the beginning of the game whenever I decide to start with Espeon. Morning Sun is make Espeon get the extra boost of endurance and to make sure that it can stay alive. Finally, Trick Room is important in order to help set up for Reuniclus if a turn to set it up as Reuniclus is too risky. It also helps Ferrothorn if that's the direction I want to take.
Anyway that's my team. If replacing any pokemon is necessary in order to fix this team, then I'll be happy to do so. I'm willing to take any and all suggestions.
Thanks for reading!