Hey guys, first post so I hope I've covered all the rules ^^
This is the team I've been using on shoddybattle after a few alterations. I find this team either does really well or really badly, depending on whether people are expecting what I do or not.
Lead: Crobat
Nature: Adamant
Item: Black Sludge
EVs: 36 HP, 225 Atk, 220 Spd
Moves: Brave Bird, Taunt, Substitute, Roost
I really enjoy using this lead. The taunt is there to jam leads who use entry hazards or try to affliect status. It easily takes out Infernapes or Swamperts even if they have focus sashes, but really faces problems against the common set Azelf, who takes it out in one turn. I use subsitute and roost a lot but this also faces problems when up against those with strong moves who wipe out the subsitute everytime its set up.
Entry Hazard: Foretress
Nature: Relaxed
Item: Shed Shell
EVs: 252 HP, 112 Atk, 144 Def
Moves: Stealth Rock, Gyro Ball, Explosion, Rapid Spin
Foretress is without a doubt my favourite pokemon, although not the best battler :P. Gyro Ball has taken down a lot of psychics (except the flamethrower azelf, obviously) and has also done a great job against tyranitar. The aim is to either set up stealth rock or rapid spin other peoples entry hazards. Explosion when I'm looking to cause major damage, generally use it if I see the opponents poke raising its stats. Really has a problem with rotom when rapid spin is ineffective and despite having shed shell, still cant touch magnezone.
Special Attacker: Starmie
Nature: Lonely
Item: Expert Belt
Evs: 4 HP, 252 Spd, 252 SpAtk
Moves: Ice Beam, Surf, Thunderbolt, Recover
Using starmie is pretty good for predicting opponents switches and then using the supereffective move against that switch, which has helped me take out other peoples water, grass and rocks. I can't say I've ever had a problem with starmie, although I don't use recover that much on it, due to the quick switching with natural cure. It has problems against its usual electric threats but I've usually switched by the time they appear.
Physical Attacker: Heracross
Nature: Adamant
Item: Flame Orb
Evs: 96 HP, 252 Atk, 160 Spd
Moves: Close Combat, Megahorn, Pursuit, Stone Edge
The flame orb is there to make use of the guts ability, which means that Heracross sweeps, but not for a long time period. I make good use out of pursuit, taking out a lot of ghosts and psychics who switch. Despite having stone edge I hardly use it...only really used it on togekiss as i use starmie to dispose of gyarados. I was operating a choice scarf on heracross but then gave scarf to a different poke. Now it sounds obvious from what I've said but heracross has a problem with anything faster...you may ask why I've switched from scarf in that case...to be honest I can't answer your question.
Mixed Attacker: Lickilicky
Nature: Brave
Item: Choice Scarf
EV's: 116 HP, 252 Atk, 140 SpAtk
Moves: Explosion, Fire Blast, Ice Beam, Earthquake
Scarf means I outspeed those who are unexpecting and Lickilicky's attacks usually do a great amount of damage. I was operating life orb on him but it was getting beaten to the punch too many times (the problem I now have with heracross). I receive the usual problem of scarf, which is getting locked into moves, I have often found that I need to use another move and Lickilicky is the only pokemon I have that can deal with the opponent. Explosion is great for the extra STAB power, but I can't say it's been put into effect that much.
Annoyance: Dusknoir
Nature: Impish
Item: Leftovers
Ev's: 252 HP, 28 Atk, 228 SpDef
Moves: Pain Split, Ice Punch, Sucker Punch, Will-O-Wisp.
I find Dusknoir to be solid in stalling down a team, even when he gets knocked out by a poke, it has slowed the opponent down for a good few turns. It becomes a little dire when the opponent is faster, and of course goes down in one if the opponent has raised its stats. I will-o-wisp anything that requires a reduction in attack or is a poke that requires to lose health gradually (I've actually found burning magnezones being my only option to get rid of them). Ice punch was supposed to be for dragons but I find I never switch dusknoir in on dragons or anything weak to ice, as I've always got starmie around, of course if the opponent has crunch then either are screwed.
So that's my team, I have found these strategies really hinder my team:
- Anything that involves a Metagross or a Bronzong, despite having elemental counters against them
- Some scizors irritate the team but I can usually brave through it
- Any team that includes stalling tactics (e.g. leech seed and protect as seen on Abomnasnow and Breloom or Toxic and protect as seen on eevee-lutions)
- Any team that has had increased stats (Have been swept by swords dance lucario and dragon dance t-tar)
Although I've found it's a good team against Entry Hazard and Roar/Whirlwind users, and I've stopped a lot of rain dance teams with this team, although that might be a bad rain dance team and not a good tactical team by me.
Anyway thanks for any feedback given :)
This is the team I've been using on shoddybattle after a few alterations. I find this team either does really well or really badly, depending on whether people are expecting what I do or not.
Lead: Crobat
Nature: Adamant
Item: Black Sludge
EVs: 36 HP, 225 Atk, 220 Spd
Moves: Brave Bird, Taunt, Substitute, Roost
I really enjoy using this lead. The taunt is there to jam leads who use entry hazards or try to affliect status. It easily takes out Infernapes or Swamperts even if they have focus sashes, but really faces problems against the common set Azelf, who takes it out in one turn. I use subsitute and roost a lot but this also faces problems when up against those with strong moves who wipe out the subsitute everytime its set up.
Entry Hazard: Foretress
Nature: Relaxed
Item: Shed Shell
EVs: 252 HP, 112 Atk, 144 Def
Moves: Stealth Rock, Gyro Ball, Explosion, Rapid Spin
Foretress is without a doubt my favourite pokemon, although not the best battler :P. Gyro Ball has taken down a lot of psychics (except the flamethrower azelf, obviously) and has also done a great job against tyranitar. The aim is to either set up stealth rock or rapid spin other peoples entry hazards. Explosion when I'm looking to cause major damage, generally use it if I see the opponents poke raising its stats. Really has a problem with rotom when rapid spin is ineffective and despite having shed shell, still cant touch magnezone.
Special Attacker: Starmie
Nature: Lonely
Item: Expert Belt
Evs: 4 HP, 252 Spd, 252 SpAtk
Moves: Ice Beam, Surf, Thunderbolt, Recover
Using starmie is pretty good for predicting opponents switches and then using the supereffective move against that switch, which has helped me take out other peoples water, grass and rocks. I can't say I've ever had a problem with starmie, although I don't use recover that much on it, due to the quick switching with natural cure. It has problems against its usual electric threats but I've usually switched by the time they appear.
Physical Attacker: Heracross
Nature: Adamant
Item: Flame Orb
Evs: 96 HP, 252 Atk, 160 Spd
Moves: Close Combat, Megahorn, Pursuit, Stone Edge
The flame orb is there to make use of the guts ability, which means that Heracross sweeps, but not for a long time period. I make good use out of pursuit, taking out a lot of ghosts and psychics who switch. Despite having stone edge I hardly use it...only really used it on togekiss as i use starmie to dispose of gyarados. I was operating a choice scarf on heracross but then gave scarf to a different poke. Now it sounds obvious from what I've said but heracross has a problem with anything faster...you may ask why I've switched from scarf in that case...to be honest I can't answer your question.
Mixed Attacker: Lickilicky
Nature: Brave
Item: Choice Scarf
EV's: 116 HP, 252 Atk, 140 SpAtk
Moves: Explosion, Fire Blast, Ice Beam, Earthquake
Scarf means I outspeed those who are unexpecting and Lickilicky's attacks usually do a great amount of damage. I was operating life orb on him but it was getting beaten to the punch too many times (the problem I now have with heracross). I receive the usual problem of scarf, which is getting locked into moves, I have often found that I need to use another move and Lickilicky is the only pokemon I have that can deal with the opponent. Explosion is great for the extra STAB power, but I can't say it's been put into effect that much.
Annoyance: Dusknoir
Nature: Impish
Item: Leftovers
Ev's: 252 HP, 28 Atk, 228 SpDef
Moves: Pain Split, Ice Punch, Sucker Punch, Will-O-Wisp.
I find Dusknoir to be solid in stalling down a team, even when he gets knocked out by a poke, it has slowed the opponent down for a good few turns. It becomes a little dire when the opponent is faster, and of course goes down in one if the opponent has raised its stats. I will-o-wisp anything that requires a reduction in attack or is a poke that requires to lose health gradually (I've actually found burning magnezones being my only option to get rid of them). Ice punch was supposed to be for dragons but I find I never switch dusknoir in on dragons or anything weak to ice, as I've always got starmie around, of course if the opponent has crunch then either are screwed.
So that's my team, I have found these strategies really hinder my team:
- Anything that involves a Metagross or a Bronzong, despite having elemental counters against them
- Some scizors irritate the team but I can usually brave through it
- Any team that includes stalling tactics (e.g. leech seed and protect as seen on Abomnasnow and Breloom or Toxic and protect as seen on eevee-lutions)
- Any team that has had increased stats (Have been swept by swords dance lucario and dragon dance t-tar)
Although I've found it's a good team against Entry Hazard and Roar/Whirlwind users, and I've stopped a lot of rain dance teams with this team, although that might be a bad rain dance team and not a good tactical team by me.
Anyway thanks for any feedback given :)