Here is my team, that you guys will need to rate. Lets get to it!
Azelf @ Life Orb Trait: Levitate
EVs: 36 Atk / 220 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Psychic
- Fire Blast
- Shadow Ball- Explosion
So, this is my offensive lead Azelf. So, psychic the main STAB of Azelf that packs huge amount of power. Obliterates weak Pokemon that can't resist or just too frail. Fire Blast is used to get rid of Steel typing. Especially towards Registeel and Escavalier. I really hate them, well and it provides good coverage. Shadow Ball hits everything in UU at least in neutral damage. Except for like about four steel and three dark types that roam the UU tier. Kills Chandelure and Slowbro and deals heavy damage to Eviolite Dusclops. Explosion is a suicidal move. Kill the annoying Pokemon before it becomes a problem or explode when you're about to die.
Escavalier (M) @ Choice Band
Trait: Swarm
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Megahorn
- Iron Head
- Double-Edge
- Pursuit
Great user for a dominating the Choice Band, hitting insanely hard with its STABs. Anyways, Megahorn is his strongest STAB, that is used to hit anything really hard, without being mercilessly. Iron Head just backs up Megahorn. If anything resists Bug-Type, Iron Head is used instead. Hits hard on Rhyperior and Machamp, the two nuisance of the tier. Double-Edge just provides neutral coverage. Hits anything hard, if it's not resisted. Can be used for good predictions, and if you know that both of your STABs are resisted. Pursuit hits anything that tries to run away. Concludes Ambipom, Raikou and other Psychics in the tier.
Chandelure (M) @ Choice Specs
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Shadow Ball
- Energy Ball
- Hidden Power [Fighting]
This is my choice of using Chandelure, Choice Specs. Many players that I've battled seem to run Modest or Timid nature, but barely with any speed. This set makes it easy for me to get rid of many other Chandelure. Flamethrower has a lots of power behind it, STAB and Choice Specs delivers heavy damage. Damages a lot of competitive Pokemon that don't resist. Shadow Ball is used to kill of other Chandelures. I really hate Chandelure, gives me headaches dealing with it. Nice coverage and it's STAB. Energy Ball is for predictions on oncoming Waters. I really rarely or never find myself using Energy Ball, so I can't explain on how it's used. Hidden Power Fighting is really used on anything that resists Shadow Ball. I find it to be more of a filler move, but it does come in handy at times.
Milotic (F) @ Leftovers
Trait: Marvel Scale
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Recover
- Toxic
- Dragon Tail
The precious bulky water of my team. Milotic tanks a lot of Pokemon in UU, especially a wanna be physical sweeper, once Marvel Scale is activated. Scald is for burning my foes and weaken any hope of a physical sweep. Recover is the main reason why Milotic tanks a lot of Pokemons. Recover health while your opponent suffers status problem. Toxic is used for stalling things to death or making them suffer. Pokemon that I don't want burnt, they'll get poisoned by Toxic. Dragon Tail for some reason people never expect from Milotic. They start setting up, but they figure they can't 'cause I revealed Dragon Tail. Dragon Tail is used for shuffling and scouting purposes. Spread burn or poison to teams, thanks to Dragon Tail's effect.
Sandslash (F) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Safeguard
This Sandslash was a substitute for Donphan. The next good Ground-Type spinner that is close to Donphan. Except for the obvious moves that Donphan learns, that Sandslash doesn't. Anyway, Stealth Rock is an entry hazard that my team relies for a little extra damage. Rapid Spin is for blowing away entry hazards that are sided on my team. Really helpful. Earthquake is my only attacking move. Powerful, but many Pokemon can either evade it or be unaffected by it. Safeguard is for my Pokemon's safety. Defends towards status effecting moves. That's the only reason why I have Safeguard.
Zapdos @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Volt Switch
- Hidden Power [Ice]
The ''Golden Boy'' of the team. Zapdos with Choice Scarf can be reliable, but with Stealth Rock, it really isn't. Thunderbolt is the main STAB, that deals heavy damage towards weakened Pokemon or just plain frail ones. Heat Waves provides security from Steel-Type, that would otherwise stop you. Volt Switch is a scouting move, just like U-turn works. Hit and Run and check for possible advantage towards a certain Pokemon. Hidden Power Ice provides really good type coverage, especially if its ''BoltBeam.'' Kills of weak annoying Pokemon. Really it's just a Choice Scarf Pokemon, not much to tell, really. Revenge kill, that's why people have Choice Scarf Pokemon.
Please give a comment on your thoughts of my team. Give feedback is appreciated. Try to avoid inane and trivial things ordinary players would know.
My regards to anyone who finished reading!
Azelf @ Life Orb Trait: Levitate
EVs: 36 Atk / 220 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Psychic
- Fire Blast
- Shadow Ball- Explosion
So, this is my offensive lead Azelf. So, psychic the main STAB of Azelf that packs huge amount of power. Obliterates weak Pokemon that can't resist or just too frail. Fire Blast is used to get rid of Steel typing. Especially towards Registeel and Escavalier. I really hate them, well and it provides good coverage. Shadow Ball hits everything in UU at least in neutral damage. Except for like about four steel and three dark types that roam the UU tier. Kills Chandelure and Slowbro and deals heavy damage to Eviolite Dusclops. Explosion is a suicidal move. Kill the annoying Pokemon before it becomes a problem or explode when you're about to die.
Escavalier (M) @ Choice Band
Trait: Swarm
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Megahorn
- Iron Head
- Double-Edge
- Pursuit
Great user for a dominating the Choice Band, hitting insanely hard with its STABs. Anyways, Megahorn is his strongest STAB, that is used to hit anything really hard, without being mercilessly. Iron Head just backs up Megahorn. If anything resists Bug-Type, Iron Head is used instead. Hits hard on Rhyperior and Machamp, the two nuisance of the tier. Double-Edge just provides neutral coverage. Hits anything hard, if it's not resisted. Can be used for good predictions, and if you know that both of your STABs are resisted. Pursuit hits anything that tries to run away. Concludes Ambipom, Raikou and other Psychics in the tier.
Chandelure (M) @ Choice Specs
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Shadow Ball
- Energy Ball
- Hidden Power [Fighting]
This is my choice of using Chandelure, Choice Specs. Many players that I've battled seem to run Modest or Timid nature, but barely with any speed. This set makes it easy for me to get rid of many other Chandelure. Flamethrower has a lots of power behind it, STAB and Choice Specs delivers heavy damage. Damages a lot of competitive Pokemon that don't resist. Shadow Ball is used to kill of other Chandelures. I really hate Chandelure, gives me headaches dealing with it. Nice coverage and it's STAB. Energy Ball is for predictions on oncoming Waters. I really rarely or never find myself using Energy Ball, so I can't explain on how it's used. Hidden Power Fighting is really used on anything that resists Shadow Ball. I find it to be more of a filler move, but it does come in handy at times.
Milotic (F) @ Leftovers
Trait: Marvel Scale
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Recover
- Toxic
- Dragon Tail
The precious bulky water of my team. Milotic tanks a lot of Pokemon in UU, especially a wanna be physical sweeper, once Marvel Scale is activated. Scald is for burning my foes and weaken any hope of a physical sweep. Recover is the main reason why Milotic tanks a lot of Pokemons. Recover health while your opponent suffers status problem. Toxic is used for stalling things to death or making them suffer. Pokemon that I don't want burnt, they'll get poisoned by Toxic. Dragon Tail for some reason people never expect from Milotic. They start setting up, but they figure they can't 'cause I revealed Dragon Tail. Dragon Tail is used for shuffling and scouting purposes. Spread burn or poison to teams, thanks to Dragon Tail's effect.
Sandslash (F) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Safeguard
This Sandslash was a substitute for Donphan. The next good Ground-Type spinner that is close to Donphan. Except for the obvious moves that Donphan learns, that Sandslash doesn't. Anyway, Stealth Rock is an entry hazard that my team relies for a little extra damage. Rapid Spin is for blowing away entry hazards that are sided on my team. Really helpful. Earthquake is my only attacking move. Powerful, but many Pokemon can either evade it or be unaffected by it. Safeguard is for my Pokemon's safety. Defends towards status effecting moves. That's the only reason why I have Safeguard.
Zapdos @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Heat Wave
- Volt Switch
- Hidden Power [Ice]
The ''Golden Boy'' of the team. Zapdos with Choice Scarf can be reliable, but with Stealth Rock, it really isn't. Thunderbolt is the main STAB, that deals heavy damage towards weakened Pokemon or just plain frail ones. Heat Waves provides security from Steel-Type, that would otherwise stop you. Volt Switch is a scouting move, just like U-turn works. Hit and Run and check for possible advantage towards a certain Pokemon. Hidden Power Ice provides really good type coverage, especially if its ''BoltBeam.'' Kills of weak annoying Pokemon. Really it's just a Choice Scarf Pokemon, not much to tell, really. Revenge kill, that's why people have Choice Scarf Pokemon.
Please give a comment on your thoughts of my team. Give feedback is appreciated. Try to avoid inane and trivial things ordinary players would know.
My regards to anyone who finished reading!