I have been struggling in the current meta because i still don't understand the meta so far. Though after testing over and over and i think i have finally made a some what viable team.(probably not though).
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Power Whip
- Leech Seed
- Knock Off
----> To start it off Ferrothorn is your basic lead pokemon who set up spikes because Seismitoad is already setting stealth-rocks. It also helps deal with a ground weakness this team has plus it is a useful grass resist for the team. Ferrothorn also uses knock off to cripple opposing pokemon then leech seed can be used to either keep you alive longer doubled with leftovers or to force switches on the opposing side. Also it helps deal with pokemon like Seismitoad.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic
----> Next Seismitoad is here to help deal with a fire weakness of Ferrothorn and to also be water immunity for the teams water weakness. It also works as the second hazard setter of the team and can pressure opponents with toxic and its high physical bulk. Scald can also cripple physical attackers and earthquake deals with deal with steel types.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature
- Rest
- Flamethrower
- Earthquake
- Crunch
----> Then Tyranitar sets up sandstorm to do some form of chip damage to the opposing team. also rest allows it to stay alive for much longer. Flamethrower also helps deal with again grass types plus with such a bulky set Tyranitar can be used as a defensive wall of some sort. Lastly crunch is just stab and deals with pokemon such as Dragapult.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Iron Head
----> Excadrill plays a important role on the team serving as a fairy counter and hazard removal. Excadrill can also be used as a late game sweeper with the speed boost from rapid spin. Then with its high attack it can be a decent wallbreaker. Also Excadrill is one of my favorite pokemon same for T-tar.
Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Psychic Fangs
- Outrage
- Crunch
- Fishious Rend
-----> Dracovish acts as the teams damage and also ground and fire type coverage but without giving to many weakness the team can't handle. With choice scarf it can deal the double damage with fishious rend and also out speed other offensive threats. Psychic fangs also helps cover the teams enormous fighting weakness. And choice scarf also allows Dracovish to take out choice banded Dracovish in battle.
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Psychic
- Sleep Talk
- Mystical Fire
----> Lastly Hatterene covers the bad fighting weakness and builds a decent fairy, dragon, steel core. rest and sleep talk plus Def/spD with HP investment makes for a very long lasting pokemon. Then with sleep talk Hatterene can still keep a offensive presence. Then Mystical fire deals with the great grass weakness of this team. Also Hatterene acts as a great fighting resist for the team
And there you have it I hope this team can be seen as somewhat viable and I am very open to change because I know there are a few problems but I don't know how to fix it. So any feedback would be appreciated thanks.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Power Whip
- Leech Seed
- Knock Off
----> To start it off Ferrothorn is your basic lead pokemon who set up spikes because Seismitoad is already setting stealth-rocks. It also helps deal with a ground weakness this team has plus it is a useful grass resist for the team. Ferrothorn also uses knock off to cripple opposing pokemon then leech seed can be used to either keep you alive longer doubled with leftovers or to force switches on the opposing side. Also it helps deal with pokemon like Seismitoad.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic
----> Next Seismitoad is here to help deal with a fire weakness of Ferrothorn and to also be water immunity for the teams water weakness. It also works as the second hazard setter of the team and can pressure opponents with toxic and its high physical bulk. Scald can also cripple physical attackers and earthquake deals with deal with steel types.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature
- Rest
- Flamethrower
- Earthquake
- Crunch
----> Then Tyranitar sets up sandstorm to do some form of chip damage to the opposing team. also rest allows it to stay alive for much longer. Flamethrower also helps deal with again grass types plus with such a bulky set Tyranitar can be used as a defensive wall of some sort. Lastly crunch is just stab and deals with pokemon such as Dragapult.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Iron Head
----> Excadrill plays a important role on the team serving as a fairy counter and hazard removal. Excadrill can also be used as a late game sweeper with the speed boost from rapid spin. Then with its high attack it can be a decent wallbreaker. Also Excadrill is one of my favorite pokemon same for T-tar.
Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Psychic Fangs
- Outrage
- Crunch
- Fishious Rend
-----> Dracovish acts as the teams damage and also ground and fire type coverage but without giving to many weakness the team can't handle. With choice scarf it can deal the double damage with fishious rend and also out speed other offensive threats. Psychic fangs also helps cover the teams enormous fighting weakness. And choice scarf also allows Dracovish to take out choice banded Dracovish in battle.
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Psychic
- Sleep Talk
- Mystical Fire
----> Lastly Hatterene covers the bad fighting weakness and builds a decent fairy, dragon, steel core. rest and sleep talk plus Def/spD with HP investment makes for a very long lasting pokemon. Then with sleep talk Hatterene can still keep a offensive presence. Then Mystical fire deals with the great grass weakness of this team. Also Hatterene acts as a great fighting resist for the team
And there you have it I hope this team can be seen as somewhat viable and I am very open to change because I know there are a few problems but I don't know how to fix it. So any feedback would be appreciated thanks.
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