My team, it relies on entry hazards.

Moar advanced gen@@@ (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind

I lead off with this, usually getting a few layers of spikes down, then whirlwinding for a while.

---
Wtf? (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Earthquake
- Explosion
- Rapid Spin

This sets up toxic spikes, and spins away any entry hazards on my side of the field.

---
Advance gen@@@ (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Seismic Toss

Mostly for stalling, and toxic if I was unable to get toxic spikes out.

---
Needs moar defense (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 24 Atk/2 Def/252 SAtk/232 SDef
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Thunderpunch

A versatile attacker, nothing more, nothing less. HP Ice for Salamence and the like.

---
Rotom-w @ Leftovers
Ability: Levitate
EVs: 64 HP/212 Spd/232 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Substitute
- Shadow Ball
- Hidden Power [Fighting]

Since my team relies on entry hazards, I need a spin blocker. Charge Beam for Starmie, and I usually get the special attack boost, which helps sweep up Gengars that switch in, HP fighting to leave a dent in Tyranitar.

---
o_O (Rhyperior) (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Megahorn
- Stealth Rock
---

Sets up my stealth rock, and absorbs electric type attacks directed at Skarmory.

So, uh, what do you think? xD
 

Darkmalice

Level 3
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Moar advanced gen@@@ (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Drill Peck
- Roost
- Spikes
- Whirlwind

Very vulnerable to Taunt and Magnezone. Rhyperior makes a better lead (though I would still have a different lead, one that sets up SR like Azelf or Aerodactyl, and then one of your other pokemon can move off for Skarm, probably Rhyperior as he was the SR set upper and you already have plenty of Def. walls).

---
Wtf? (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Gyro Ball
- Explosion
- Rapid Spin

Gyro Ball 2HKOs Gengar and hits many other pokemon who are immune to Toxic Spikes, mainly Salamance. The ability to OHKO Weavile and benefit from paralysis is also nice.

---
Advance gen@@@ (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower

Flamethrower is to hit Gengar and the steels that resist Toxic (plus Roserade). And it gives you SAtk EVs purpose.

---
Needs moar defense (Infernape) (M) @
Ability: Blaze
EVs: 24 Atk/2 Def/252 SAtk/232 SDef
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot

Grass Knot will do more damage than Thunderpunch to the bulky waters, as well as hitting most Ground Pokemon harder than HP Ice (especially Swampert). You hae more SAtk than Atk and HP Ice covers flying pokemon already.

---
Rotom-f @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def. /4 SAtk
Bold nature (+Def, -Atk)
- Thunderbolt
- Rest
- Sleep Talk
- Bizzard / HP Ice

You need a Gyara and Salamance counter. A sleep absorber helps too. It also makes Rotom last longer, so he can block Spin for longer.
But it's better to predict when Salamance will use Outrage, so you can swap in Forry and Gyro Ball the +1 DD Mance due to Blizzard's shaky accuracy. HP Ice can be used over Blizzard for that reason.
---
o_O (Rhyperior) (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Megahorn
- Stealth Rock

If you follow my advice, he'll be replaced. I like Rhyperior, but the changes help out your team more.
And either Forry or Skarm needs a Shed Shell, otherwise Magnezone screws over two of your key pokemon pretty bad, and if you're very unlucky, end up exploding on your Blissey.
 
you have some awesome combos running on that team. toxic + toxic spikes, skarmory + forretress, i really like it solid effort man well done.
 

cim

happiness is such hard work
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As bad as the post may be, Toxic + Toxic Spikes isn't a bad idea at all. On this very page you'll see Obi prominently using it.

But yeah, this team is honestly kind of awful in every way. From 252 Special Defense Infernape to Softboiled + Protect Blissey to Rhyperior "absorbing electric attacks aimed at skarmory" to the Skarm + Forry combo to... everything. It's in my opinion completely unsalvagable. You're going to need to lurk more or get some tutoring...

Aww, I just saw Infernape's name. I fell for a troll...
 
I'm not a troll, I meant that nickname for Blissey and never changed it. Also, this is my first team, I haven't competitive battled since NetBattle came out with its last version.
 

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