Hello i am a person aiming to finaly make this team a reality in game. I have tested this team on showdown many times and at first it was working really well for me but recently its been pulling 50-50 wins. when it works it works but if it dosen't the entire team falls apart. at this i see it needs some help so i have come to you to ask for help on critiquing.
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 Def / 252 SDef
Relaxed Nature
IVs: 0 Spd
- Will-O-Wisp
- Night Shade
- Pain Split
- Trick Room
Dusclops is my end all tank of all trades. i lead with him if i see that slowbro wont be useful at all coming in. being able to set up trick room from the start of the battle and being able to cripple some of the offensive threats that float around is another reason he is useful to me and being able to leach off of the opponent later with pain split and stall it out with will-o-wisp has been a nice perk for those 5 turns. the reason he has a 0iv speed was to atempt to not be beaten by the ferothorn in the room
Slowbro @ Mental Herb
Ability: Regenerator
EVs: 252 Def / 252 SAtk
Relaxed Nature
IVs: 0 Spd
- Psychic
- Trick Room
- Magic Coat
- Scald
Slowbro is my usual lead with magic coat i can keep away hazards and when the opponent sees i have it they will either spam hazards or try to outpredict and do something different in either situation i can either fill their side with hazards or set up the trick room the scald is there for the chance of burn and i put on Psychic because it was strong stab
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk
Brave Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Play Rough
This Guy is the reason i decided to run trick room i saw how i was mostly out-speed by a lot of huge threats so i decided to run brave to beat other mawile in the room the reason i went with a swords dance is because with one swords dance i can 1 hit ko a mega charzard y who is the biggest threat to my eyes and once one swords dance is set up theres no stoping this guy i also put it there for a recovery from the burn atack drop and once this has set up once its going to go crazy and because it is in the trick room i dont have to play sucker punch mind games and can even go on the high road and use stab iron head or play rough for even more damage
Goodra @ Chesto Berry
Ability: Sap Sipper
EVs: 252 SAtk / 252 SDef
Quiet Nature
- Rest
- Dragon Pulse
- Sludge Wave
- Fire Blast
i have goodra here to take care of the rising threat of mega charzards Ferothorn and to be a general type and special wall that hits hard i put it as a rest chesto berry goodra to have a nice recovery and tank even more i put sludge wave to mabey catch fairy types off guard and dragon pulse as stab and having a quiet nature it can preform better in the trick room
Togekiss @ Sky Plate
Ability: Serene Grace
EVs: 252 SAtk / 252 SDef
Modest Nature
- Air Slash
- Thunder Wave
- Nasty Plot
- Roost
I have Togekiss to be a alternitive to trick room with its flinching antics its pritty straight forward if can t wave first then airslash see a free turn well take your pick nasty plot to make air slash more threatning for all pokes to come or roost to continue to pull of your flinching antics and if they are faster we replace the twaving turn to nasty plot
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Spd / 4 HP / 252 Atk
Jolly Nature
- Endeavor
- Earthquake
- Ice Shard
- Icicle Crash
ok i saw that it could do the 1 hp fear thing and i decided to try it so i tried to do the do as much damage as i can and then when i can see i can do no more use endevor as a last ditch move theres no real devolopment there.
any help would be greatly apreciated
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 Def / 252 SDef
Relaxed Nature
IVs: 0 Spd
- Will-O-Wisp
- Night Shade
- Pain Split
- Trick Room
Dusclops is my end all tank of all trades. i lead with him if i see that slowbro wont be useful at all coming in. being able to set up trick room from the start of the battle and being able to cripple some of the offensive threats that float around is another reason he is useful to me and being able to leach off of the opponent later with pain split and stall it out with will-o-wisp has been a nice perk for those 5 turns. the reason he has a 0iv speed was to atempt to not be beaten by the ferothorn in the room
Slowbro @ Mental Herb
Ability: Regenerator
EVs: 252 Def / 252 SAtk
Relaxed Nature
IVs: 0 Spd
- Psychic
- Trick Room
- Magic Coat
- Scald
Slowbro is my usual lead with magic coat i can keep away hazards and when the opponent sees i have it they will either spam hazards or try to outpredict and do something different in either situation i can either fill their side with hazards or set up the trick room the scald is there for the chance of burn and i put on Psychic because it was strong stab
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk
Brave Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Play Rough
This Guy is the reason i decided to run trick room i saw how i was mostly out-speed by a lot of huge threats so i decided to run brave to beat other mawile in the room the reason i went with a swords dance is because with one swords dance i can 1 hit ko a mega charzard y who is the biggest threat to my eyes and once one swords dance is set up theres no stoping this guy i also put it there for a recovery from the burn atack drop and once this has set up once its going to go crazy and because it is in the trick room i dont have to play sucker punch mind games and can even go on the high road and use stab iron head or play rough for even more damage
Goodra @ Chesto Berry
Ability: Sap Sipper
EVs: 252 SAtk / 252 SDef
Quiet Nature
- Rest
- Dragon Pulse
- Sludge Wave
- Fire Blast
i have goodra here to take care of the rising threat of mega charzards Ferothorn and to be a general type and special wall that hits hard i put it as a rest chesto berry goodra to have a nice recovery and tank even more i put sludge wave to mabey catch fairy types off guard and dragon pulse as stab and having a quiet nature it can preform better in the trick room
Togekiss @ Sky Plate
Ability: Serene Grace
EVs: 252 SAtk / 252 SDef
Modest Nature
- Air Slash
- Thunder Wave
- Nasty Plot
- Roost
I have Togekiss to be a alternitive to trick room with its flinching antics its pritty straight forward if can t wave first then airslash see a free turn well take your pick nasty plot to make air slash more threatning for all pokes to come or roost to continue to pull of your flinching antics and if they are faster we replace the twaving turn to nasty plot
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Spd / 4 HP / 252 Atk
Jolly Nature
- Endeavor
- Earthquake
- Ice Shard
- Icicle Crash
ok i saw that it could do the 1 hp fear thing and i decided to try it so i tried to do the do as much damage as i can and then when i can see i can do no more use endevor as a last ditch move theres no real devolopment there.
any help would be greatly apreciated