Hi! I'm fairly new to competitive battling/Showdown/etc., but I made a team recently and I think it could use some tweaking. Without further adue....
Thundurus-I
Timid@Leftovers
Prankster
4 HP/252 SpA/252 Spd
Thunderbolt
HP Ice
Thunder Wave
Taunt
I usually lead with this, and dang, is he good at what he does. Thunderbolt/HP Ice offer a pseudo BoltBeam combo that hits the vast majority of the metagame for at least neutral damage. Thunder Wave is a must on a Prankster set- it allows me to slow down the opposing side while crippling troublesome Pokemon that could ruin my fun. It is especially important as my ace, Mawile, really appreciates the support. Finally, Taunt is incredibly useful, whether it be preventing hazards or stopping opposing statusing/boosting Pokemon. Hazards (Stealth Rock primarily) are an annoyance to not just Thundurus but to Talonflame as well, and preventing them in the first place is definitely ideal. As for weaknesses, Rock and Ice are resisted by two Pokemon apiece, which I guess isn't bad synergy-wise. A support Pokemon that packs a punch- that's Thundurus-I.
Mawile
Adamant@Mawilite
Intimidate
132 HP/252 Atk/124 Spd
Play Rough
Sucker Punch
Fire Fang/Iron Head (currently FF)
Substitute Swords Dance
Using this little monster in game was a blast, so I wanted to build a team that could let it shine. The first three moves are pretty well standard on every Mawile set I've seen, although I was curious as to why Iron Head wasn't used as often. The last move is a spot of genius (in my mind, anyway)- I know the massive threat a SD set is, but status can generally ruin it's day. With Sub, I can avoid burns and paralysis, as well as have a buffer if I mispredict a Sucker Punch. Getting a Sub up isn't too difficult, since seeing a Mawile makes most people run for their Ground type (I'm looking at you, Gliscor/Landorus-T). Fire and Ground are pretty easily covered, with 3 resists for Fire and 3 immunities to Ground. With no form of recovery on it's own, however, makes prediction a key factor in the success of this set. Speaking of recovery.....
Edit: swapped Sub for Swords Dance (experimental)- Mawile forces enough switches that SD works, but Substitute is more useful in certain situations.
Sylveon
Bold@Leftovers
Pixillate
252 HP/252 Def/4 SpA
Hyper Voice
Calm Mind
Heal Bell
Wish
Meet the team's cleric-Sylveon! This Pokemon is much more than a pretty face. Hyper Voice hits hard after a few Calm Minds, a lot harder in fact that I'd expected. Calm Mind serves to not only boost it's power, but to increase its already formidable Special bulk. Heal Bell provides valuable status recovery, allowing my team to function at it's best. Wish is my favorite move on this Pokemon at the moment. With a well-predicted switch, I can give a second life to one of my sweepers (most notably Mawile, which in turn also allows it a chance to Sub again if the timing's right). Sylveon's weaknesses to Poison and Steel can be covered without much fuss (1 immunity and resist to Poison, and 3 resists for Steel). Moving along...
Rotom-W
Bold@Chesto Berry
252 HP/252 Def/4 SpD
Hydro Pump
Volt Switch
Will-O-Wisp
Rest
Arguably one of the best bulky pivots in the metagame right now, Rotom-W finds a place on my team for a few reasons.First, it hits hard with Specs, and seeing as how the only other specially oriented Pokemon I have is Sylveon, it's important for taking on certain physical walls (as per notice below, no longer holds Specs). Volt Switch is a must to maintain momentum, and to exit situations where it finds itself at a disadvantage. Will-O-Wisp helps it and other teammates withstand hits from the physical side, and finally Trick helps me get past troublesome walls I could't take down otherwise (replaced with Rest, which allows for increased longevity on the new set). A solitary Grass weakness is resisted by 2 (maybe three-not sure if Steel resists Grass, but it's not a huge deal) Pokemon. Next on the list is....
Edit: changed set to Physically Defensive ChestoRest, as per Death The Cat's suggestion. ChoiceTrick just wasn't cutting it.
Talonflame
Careful@Leftovers
Gale Wings
248 HP/184 SpD/76 Spd
Brave Bird
Roost
Taunt
Bulk Up
The kamikaze bird! This is honestly my favorite new-gen Pokemon, even if the stats aren't all stellar (barring Speed- I know, duh). This set is different from the conventional "Let's CB this thing and spam Brave Bird!" mentality, but it is by no means any less effective. Generally speaking, it's easier to set up with teammate support (i.e. Taunt from Thundurus to prevent SR, WoW form Rotom-W to soften physical blows, etc.) but it does darn good on it's own too. Brave Bird and Roost are inseparable, both gaining priority from Gale Wings. Taunt stops status, which would otherwise shut this set down completely. Bulk Up is the crux of the set, boosting BB's power, increasing Defense, and alongside the SpD investment, make Talonflame surprisingly hard to take down. With one resist for Water, two for Rock, and an Electric immunity, it fits well enough on the team without burdening it overmuch.
Garchomp
Jolly@Choice Scarf
Rough Skin
4 HP/252 Atk/252 Spd
Outrage Stone Edge
Dragon Claw
Eathquake
Poison Jab
The last (but certainly not least) team member-CB Garchomp (now Scarf). With Fairies/Steels out of the picture, this cleans up rather well. Dragon Claw for STAB over Outrage, . Earthquake pairs with Dragon for a fairly effective two-type coverage (although it was nerfed a bit this gen). Poison Jab is nice for Fairies, but that leaves me completely walled by Skarmory and a handful of other physically bulky walls. Stone Edge rounds out the set, completing the "EdgeQuake" combo. Finally, there are not one but TWO Dragon immunities, two Ice resists, and two Fairy resists on my team, which makes Chomp's life a little easier.
Edit: switched to ScarfChomp, as per Death The Cat's suggestion. Outrage was dropped for Stone Edge, and although the power drop from Band is noticeable, I've found Scarf is more reliable overall. I'm still experimenting though, so nothing's set in stone.
And that's all folks! Looking forward to all of your suggestions/critiques/opinions. Thanks in advance!
Here's the team in Showdown format-
Thundurus-I
Timid@Leftovers
Prankster
4 HP/252 SpA/252 Spd
Thunderbolt
HP Ice
Thunder Wave
Taunt
I usually lead with this, and dang, is he good at what he does. Thunderbolt/HP Ice offer a pseudo BoltBeam combo that hits the vast majority of the metagame for at least neutral damage. Thunder Wave is a must on a Prankster set- it allows me to slow down the opposing side while crippling troublesome Pokemon that could ruin my fun. It is especially important as my ace, Mawile, really appreciates the support. Finally, Taunt is incredibly useful, whether it be preventing hazards or stopping opposing statusing/boosting Pokemon. Hazards (Stealth Rock primarily) are an annoyance to not just Thundurus but to Talonflame as well, and preventing them in the first place is definitely ideal. As for weaknesses, Rock and Ice are resisted by two Pokemon apiece, which I guess isn't bad synergy-wise. A support Pokemon that packs a punch- that's Thundurus-I.
Mawile
Adamant@Mawilite
Intimidate
132 HP/252 Atk/124 Spd
Play Rough
Sucker Punch
Fire Fang/Iron Head (currently FF)
Using this little monster in game was a blast, so I wanted to build a team that could let it shine. The first three moves are pretty well standard on every Mawile set I've seen, although I was curious as to why Iron Head wasn't used as often. The last move is a spot of genius (in my mind, anyway)- I know the massive threat a SD set is, but status can generally ruin it's day. With Sub, I can avoid burns and paralysis, as well as have a buffer if I mispredict a Sucker Punch. Getting a Sub up isn't too difficult, since seeing a Mawile makes most people run for their Ground type (I'm looking at you, Gliscor/Landorus-T). Fire and Ground are pretty easily covered, with 3 resists for Fire and 3 immunities to Ground. With no form of recovery on it's own, however, makes prediction a key factor in the success of this set. Speaking of recovery.....
Edit: swapped Sub for Swords Dance (experimental)- Mawile forces enough switches that SD works, but Substitute is more useful in certain situations.
Sylveon
Bold@Leftovers
Pixillate
252 HP/252 Def/4 SpA
Hyper Voice
Calm Mind
Heal Bell
Wish
Meet the team's cleric-Sylveon! This Pokemon is much more than a pretty face. Hyper Voice hits hard after a few Calm Minds, a lot harder in fact that I'd expected. Calm Mind serves to not only boost it's power, but to increase its already formidable Special bulk. Heal Bell provides valuable status recovery, allowing my team to function at it's best. Wish is my favorite move on this Pokemon at the moment. With a well-predicted switch, I can give a second life to one of my sweepers (most notably Mawile, which in turn also allows it a chance to Sub again if the timing's right). Sylveon's weaknesses to Poison and Steel can be covered without much fuss (1 immunity and resist to Poison, and 3 resists for Steel). Moving along...
Rotom-W
Bold@Chesto Berry
252 HP/252 Def/4 SpD
Hydro Pump
Volt Switch
Will-O-Wisp
Rest
Arguably one of the best bulky pivots in the metagame right now, Rotom-W finds a place on my team for a few reasons.
Edit: changed set to Physically Defensive ChestoRest, as per Death The Cat's suggestion. ChoiceTrick just wasn't cutting it.
Talonflame
Careful@Leftovers
Gale Wings
248 HP/184 SpD/76 Spd
Brave Bird
Roost
Taunt
Bulk Up
The kamikaze bird! This is honestly my favorite new-gen Pokemon, even if the stats aren't all stellar (barring Speed- I know, duh). This set is different from the conventional "Let's CB this thing and spam Brave Bird!" mentality, but it is by no means any less effective. Generally speaking, it's easier to set up with teammate support (i.e. Taunt from Thundurus to prevent SR, WoW form Rotom-W to soften physical blows, etc.) but it does darn good on it's own too. Brave Bird and Roost are inseparable, both gaining priority from Gale Wings. Taunt stops status, which would otherwise shut this set down completely. Bulk Up is the crux of the set, boosting BB's power, increasing Defense, and alongside the SpD investment, make Talonflame surprisingly hard to take down. With one resist for Water, two for Rock, and an Electric immunity, it fits well enough on the team without burdening it overmuch.
Garchomp
Jolly@Choice Scarf
Rough Skin
4 HP/252 Atk/252 Spd
Dragon Claw
Eathquake
Poison Jab
The last (but certainly not least) team member-
Edit: switched to ScarfChomp, as per Death The Cat's suggestion. Outrage was dropped for Stone Edge, and although the power drop from Band is noticeable, I've found Scarf is more reliable overall. I'm still experimenting though, so nothing's set in stone.
And that's all folks! Looking forward to all of your suggestions/critiques/opinions. Thanks in advance!
Here's the team in Showdown format-
=== [ou] Untitled 1 ===
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 184 SDef / 76 Spd
Careful Nature
- Brave Bird
- Taunt
- Bulk Up
- Roost
Mawile @ Mawilite
Ability: Intimidate
EVs: 128 HP / 252 Atk / 128 Spd
Adamant Nature
- Play Rough
- Sucker Punch
- Fire Fang
- Swords Dance
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Earthquake
- Poison Jab
- Stone Edge
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hyper Voice
- Calm Mind
- Wish
- Heal Bell
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