So here it is, I created a team that works extremely well on cartridge gaming (which isn't especially difficult, but wtv...) and tried it out on Showdown. I got to a max rating of about 1380 but I just can't get over that :/ So I'd like a little help to see if there is anything to change/ remove/ you name it in my team :)
After some good Advice from RoyRenard, all my changes will now be in red!
I will replace Togekiss with either DD dragonite or DD salamence but I'm still looking at which one to choose. Salamence is a lot faster than dragonite, but dragonite has a lot more bulk. I fell like using dragonite is somehow lost on my team, since I don't have a spinner/ defogger (ie there's a good chance that multiscale is useless), so I would rather go for Salamence? Thoughts on that? I would teach either of them Arial Ace to be able to do some damage to M-Venusaur, does that seem viable?
RoyRenard also suggested running Lando-t instead of Skarmory, and at first I thought that was a great idea. Then, in afterthought, I realized that I lost my only M-Venusaur counter, and more importantly, my only phazer... So I'm still debating that one! Any additional criticism/ ideas are very welcome!
Onto the players!!
Rotom-W @choice scarf Chesto Berry
Ability: Levitate
EVs: 152 HP / 200 Spa / 156 Spe EVs: 252 HP / 252 Def / 4 SpA
Modest Nature Bold Nature
-trick (Pain split) Rest
- Hydro pump
- Volt-switch
- Will-o-wisp
The first member of my core. The choice band has worked very well for me, surprising a lot of my opponents with his speed.I used to run it with 252 EV in Spa, but I want it a little bulkier as it is a mon who is supposed to run through the full match. Hydro pump is self-explanatory, hitting gliscor, donphan and other fire/rock type hard. (I don't think I need to remind you guys of the weakness chart :P ). Volt Switch is there to gain momentum, and thanks to my decent speed with the scarf works very well, I can bring in a new counter to the counter that was sent out to deal with Rotom. Will-O-Wisp is there to stop physical sweepers (Aegislash, Garchomp, well, you get the point). I Run trick to trick the scarf onto a staller to severely limit it's usefulness, although I should maybe put Pain split for recovery and thus more staying power?
Scizor and Rotom force a lot of switches, that's why I try to set up SR + as many spikes as possible early.
Thanks to RoyRenard's advice, I decided to use a bulky set and it really helps compared to the choice scarf set. I can switch in on a lot more threats and still retain decent health.
I also thought of possibly running an assault-vest Rotom, something looking like EVs: 252 HP / 252 Def / 4 SpA and running hydro pump, volt-switch, discharge and HP ice. That would give it even more bulk, use discharge to spread a little paralysis, and HP ice to hit gliscor/ dragonite/ salamence hard. Would that be usable, especially losing WoW in the process?
Scizor Choice Band
Ability: Technician
EVs: 252 HP / 252 Att / 4 Spe
Adamant Nature
- Pursuit
- superpower
- U-Turn
- Bullet-Punch
Okay, Scizor is the second part of my core. I used the Mega for some time, but saw that the choice band worked a lot better for me. U-turn is there for the volt-turn combo, doing a decent amount of damage to dark, grass and psychics, as well as breaking focus sashes or just inflicting damage when I sense a switch. bullet punch to go for the revenge kill, and hit fairies hard.
I also use him as a "toxic absorber", then u-turn out of there. Pursuit is for trapping, and of his attack it deal decent damage if not resisted. Superpower is there for coverage, as well as hitting hard. The loss of attack and defense is not a big handicap, as Scizor does not often stay in several turns in a row.
Covers well for Venusaur if there is a chance of psychic attack.
Skarmory Leftovers
Ability: Sturdy
EVs: 252 HP / 252 def / 4 Spd
Impish Nature
- Spikes
- Roost
- Brave Bird
- Whirlwind
So I needed a physical wall, and I've always loved the steel bird. He is a great counter to M-venusaur, and can set up a row of spikes, or attack to deal relatively heavy damage (considering he is a stall). Not much explaining need here I guess, whirlwind to phaze, and roost to heal. He phazes Aegislash particularly well, not traking too much damage off his attacks even after a sword dance.
Skarmory walls also fairies pretty well, and is good against fighting types (even though it gets problematic when they carry fire punch, which is what they usually do...). Leftovers for regen (duh...).
A good cover for Venusaur, can get hit by flying type attacks all day.
As I said in the intro, I was told to switch Skarm for lando-t, but I'm still debating that. He's my only megasaur counter and my only phazer. So will think on that.
Venusaur @venusaurite
Ability: Chlorophyll
EVs: 252 HP / 56 Spa / 200 Spd
Calm Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power fire
So appart from the nostaglgia this guy give me (first pokemon I ever had :-D ), this is arguably the best tank out there. He has decent bulk and great defenses, and a very decent spa to top it off. Synthesis for regen, and giga drain is to hit waters hard (only grass attack in this team). sludge bomb to hit fairies, and HP fire is to hit a Skarmory or a Scizor switching in. He also covers very well for Skarm, taking electric like it where nothing, and is able to shrug of a non-stabbed fire attack (off a not too hard hitting opponent) thanks to thick fat. he also covers grass moves very well for Rotom, though Skarm and Scizor usually do it better.
Togekiss Leftovers
Ability: serene Grace
EVs: 252 HP / 56 Def / 200 Spd
Calm Nature
- Heal Bell
- Wish
- Roost
- Thunder Wave/ Air Slash
Togekiss is my one question in this team... I NEED a status healer with all these Rotoms running around with will-o-wisp (I do realize that is ironic, get over it xD ). I though it might be a good move to double him up as a health healer as well. Roost for obvious reasons. Thunder wave is to spread paralysis, but since I don't have any sweepers that need to be faster than the opponent, I might want to run air slash (and that way I'm not taunt-bait)?
Dragonite WeaKness Policy
Ability: Multiscale
EVs: 252 att / 4 Spd / 252Spe
jolly Nature
- Dragon dance
- dragon claw
- fire punch
- Aerial Ace
I decided to go with DD dragonite, and we'll see how that goes. I haven't had enough battles with him, but he's looking good so far.
Weakness Policy really helps along with multiscale to boost up for the end game sweep, since he has great bulk along with multiscale.
I wanted dragon claw over Outrage since it doesn't lock me into a move fairies can come into, fire punch for coverage, and I chose aerial ace to hit venusaur hard, since he is used in a lot of teams.
The one problem of this set is that I have no spinner to keep multiscale active, which reduces a lot his bulk...
So as I said earlier, I'm still debating whether I sould run DD salamence or DD dragonite instead. Any help is welcome on that matter :)
Heatran @ Balloon
Ability: Flash Fire
EVs: 104 HP / 252 SpA / 152 Spe
Naive Nature
- Earth Power
- Fire Blast/ lava plume
- Explosion
- Stealth Rock
My SR user. I used to run him fully invested in speed and sp att, but with that speed, he's outsped most of time anyways, so I might as well make him bulkier. With that he can come back later in the game to wreak some havoc :-P Explosion is to deal heavy damage once he's about to die. Balloon is to not get OHKOed on an ground attack. Fire blast for stab and earth power for coverage. Should I replace fire blast with lava plume for better accuracy and a chance to burn?
Heatran covers for scizor and skarm, and aims to get hit by a fire attack to activate flash fire. He is not my lead, I usually lead with Rotom to volt-switch out to him if the opposing pokemon is something I can come in on. Otherwise I just wait for an opportunity to switch in and place the rocks.
Sot here are a few obvious flaws in this team, which is why I'm coming to ask you guys :-P
First: I have no fairy attack. none. Zero. Nada. Maybe use dazzling gleam on Togekiss (even though that means losing any advantage to serene grace...)?
I have no spinner, But I just can't see one which fits well onto my team... And I am very reluctant to use defog as my team forces switches, so I need my own entry hazards...
Lastly, I have A LOT of steel type pokemon (3/6) Is that a big problem?
I'm open to ANY criticism (constructive ;) ), and or modifications. I just want to keep two pokemon: Scizor and Venusaur. The rest are expendable! :)
Thanks, and start typing! :)
Thanks a lot to RoyRenard, after following some of his comments, I already peaked at 1500+! You're still free to comment though! ;)
After some good Advice from RoyRenard, all my changes will now be in red!
I will replace Togekiss with either DD dragonite or DD salamence but I'm still looking at which one to choose. Salamence is a lot faster than dragonite, but dragonite has a lot more bulk. I fell like using dragonite is somehow lost on my team, since I don't have a spinner/ defogger (ie there's a good chance that multiscale is useless), so I would rather go for Salamence? Thoughts on that? I would teach either of them Arial Ace to be able to do some damage to M-Venusaur, does that seem viable?
RoyRenard also suggested running Lando-t instead of Skarmory, and at first I thought that was a great idea. Then, in afterthought, I realized that I lost my only M-Venusaur counter, and more importantly, my only phazer... So I'm still debating that one! Any additional criticism/ ideas are very welcome!
Onto the players!!
Rotom-W @
Ability: Levitate
-
- Hydro pump
- Volt-switch
- Will-o-wisp
The first member of my core. The choice band has worked very well for me, surprising a lot of my opponents with his speed.
Scizor and Rotom force a lot of switches, that's why I try to set up SR + as many spikes as possible early.
Thanks to RoyRenard's advice, I decided to use a bulky set and it really helps compared to the choice scarf set. I can switch in on a lot more threats and still retain decent health.
I also thought of possibly running an assault-vest Rotom, something looking like EVs: 252 HP / 252 Def / 4 SpA and running hydro pump, volt-switch, discharge and HP ice. That would give it even more bulk, use discharge to spread a little paralysis, and HP ice to hit gliscor/ dragonite/ salamence hard. Would that be usable, especially losing WoW in the process?
Scizor Choice Band
Ability: Technician
EVs: 252 HP / 252 Att / 4 Spe
Adamant Nature
- Pursuit
- superpower
- U-Turn
- Bullet-Punch
Okay, Scizor is the second part of my core. I used the Mega for some time, but saw that the choice band worked a lot better for me. U-turn is there for the volt-turn combo, doing a decent amount of damage to dark, grass and psychics, as well as breaking focus sashes or just inflicting damage when I sense a switch. bullet punch to go for the revenge kill, and hit fairies hard.
I also use him as a "toxic absorber", then u-turn out of there. Pursuit is for trapping, and of his attack it deal decent damage if not resisted. Superpower is there for coverage, as well as hitting hard. The loss of attack and defense is not a big handicap, as Scizor does not often stay in several turns in a row.
Covers well for Venusaur if there is a chance of psychic attack.
Skarmory Leftovers
Ability: Sturdy
EVs: 252 HP / 252 def / 4 Spd
Impish Nature
- Spikes
- Roost
- Brave Bird
- Whirlwind
So I needed a physical wall, and I've always loved the steel bird. He is a great counter to M-venusaur, and can set up a row of spikes, or attack to deal relatively heavy damage (considering he is a stall). Not much explaining need here I guess, whirlwind to phaze, and roost to heal. He phazes Aegislash particularly well, not traking too much damage off his attacks even after a sword dance.
Skarmory walls also fairies pretty well, and is good against fighting types (even though it gets problematic when they carry fire punch, which is what they usually do...). Leftovers for regen (duh...).
A good cover for Venusaur, can get hit by flying type attacks all day.
As I said in the intro, I was told to switch Skarm for lando-t, but I'm still debating that. He's my only megasaur counter and my only phazer. So will think on that.
Venusaur @venusaurite
Ability: Chlorophyll
EVs: 252 HP / 56 Spa / 200 Spd
Calm Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power fire
So appart from the nostaglgia this guy give me (first pokemon I ever had :-D ), this is arguably the best tank out there. He has decent bulk and great defenses, and a very decent spa to top it off. Synthesis for regen, and giga drain is to hit waters hard (only grass attack in this team). sludge bomb to hit fairies, and HP fire is to hit a Skarmory or a Scizor switching in. He also covers very well for Skarm, taking electric like it where nothing, and is able to shrug of a non-stabbed fire attack (off a not too hard hitting opponent) thanks to thick fat. he also covers grass moves very well for Rotom, though Skarm and Scizor usually do it better.
Ability: serene Grace
EVs: 252 HP / 56 Def / 200 Spd
Calm Nature
- Heal Bell
- Wish
- Roost
- Thunder Wave/ Air Slash
Dragonite WeaKness Policy
Ability: Multiscale
EVs: 252 att / 4 Spd / 252Spe
jolly Nature
- Dragon dance
- dragon claw
- fire punch
- Aerial Ace
I decided to go with DD dragonite, and we'll see how that goes. I haven't had enough battles with him, but he's looking good so far.
Weakness Policy really helps along with multiscale to boost up for the end game sweep, since he has great bulk along with multiscale.
I wanted dragon claw over Outrage since it doesn't lock me into a move fairies can come into, fire punch for coverage, and I chose aerial ace to hit venusaur hard, since he is used in a lot of teams.
The one problem of this set is that I have no spinner to keep multiscale active, which reduces a lot his bulk...
So as I said earlier, I'm still debating whether I sould run DD salamence or DD dragonite instead. Any help is welcome on that matter :)
Heatran @ Balloon
Ability: Flash Fire
EVs: 104 HP / 252 SpA / 152 Spe
Naive Nature
- Earth Power
- Fire Blast/ lava plume
- Explosion
- Stealth Rock
My SR user. I used to run him fully invested in speed and sp att, but with that speed, he's outsped most of time anyways, so I might as well make him bulkier. With that he can come back later in the game to wreak some havoc :-P Explosion is to deal heavy damage once he's about to die. Balloon is to not get OHKOed on an ground attack. Fire blast for stab and earth power for coverage. Should I replace fire blast with lava plume for better accuracy and a chance to burn?
Heatran covers for scizor and skarm, and aims to get hit by a fire attack to activate flash fire. He is not my lead, I usually lead with Rotom to volt-switch out to him if the opposing pokemon is something I can come in on. Otherwise I just wait for an opportunity to switch in and place the rocks.
Sot here are a few obvious flaws in this team, which is why I'm coming to ask you guys :-P
First: I have no fairy attack. none. Zero. Nada. Maybe use dazzling gleam on Togekiss (even though that means losing any advantage to serene grace...)?
I have no spinner, But I just can't see one which fits well onto my team... And I am very reluctant to use defog as my team forces switches, so I need my own entry hazards...
Lastly, I have A LOT of steel type pokemon (3/6) Is that a big problem?
I'm open to ANY criticism (constructive ;) ), and or modifications. I just want to keep two pokemon: Scizor and Venusaur. The rest are expendable! :)
Thanks, and start typing! :)
Thanks a lot to RoyRenard, after following some of his comments, I already peaked at 1500+! You're still free to comment though! ;)
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