13ulbasaur
* It seems to be nervous about fighting.
Hey there! Sorry for the boring name, I figured it would be better to point out that this team is made for a weird ruleset. Anyway! I'm preparing myself for my first ever tournament that will be held locally later this year, and since this is my first tournament I want to try my best. However, it has weird rules, as a result I can't easily test out the team to find flaws and there are so many things I am worried about that my brain sort of overloaded. Which is why I thought I would come over here and ask for some opinions and advice on my team. My apologies if these 'custom rule' teams aren't allowed! I didn't see it in the rules so I was hoping it would be K. :)
The rules are as follows:
6v6 Singles Match
No items
Must be Kalos Bred/Caught (National Pokedex)
No legendaries
There are no tiers or whatever clauses except for the ones that apply in game, so there will be stuff like Swagger, evasion, Baton Passers and whatnot.
Note: All the EVs and calculations are made at level 50, not 100, as this will be in game.
Blaziken
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Stone Edge
- Protect
Where Blaziken was initially added as a nice Mega attacker before the tournament runners changed the rules again to make it no items including Mega Stones, I decided to keep Blaziken in anyway. As thanks to Speed Boost and it's nice attack stat, it can dent some nice holes in teams. The moves are somewhat self explanatory. I chose Low Kick over High Jump Kick, as I just didn't want to risk the recoil. Stone Edge is to allow me to bop Talonflames or Dnites who want to be cheeky and switch in.
Sableye
Ability: Prankster
EVs: 252 HP / 116 SpD / 140 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Foul Play
- Recover
Sableye was added thanks to my fear of Swagplay Klefki or other shenanigens in a tournament like this, and I love its overall utility with prankster Will-o-Wisp. The EVs and Nature allow me to outspeed 0 speed investment Klefki by 1 point to Taunt them before they can do any funny business. The rest was dumped into Sp.Defense because Will-o-Wisp's burns should patch up the defensive side.
Dragonite
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Fire Punch
- Extreme Speed
Dragonite was chosen to be my dragon of choice, as thanks to Dragon Dance, Multiscale and the lack of any Choice Scarfs, it can do some nice work on one or two boosts. Fire Punch allows me to get Scizor, Skarm and Ferro who may wall me otherwise. Extremespeed gives me nice priority against opposing priority users who want to take Dragonite out once it is weakened, and because priority is always nice, especially when its ESpeed.
Rotom-Wash
Ability: Levitate
EVs: 252 HP / 140 Def / 116 SpA
Modest Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Thunder Wave
Rotom-Wash was to help deal with Talonflame and other Pokes that threaten Dnite and Blaziken. Without a Chesto Berry, I didn't really want Rest, and it being Kalos bred meant it can't have Pain Split, so I simply opted to have T.bolt in alongside Volt Switch for the extra powers. The EVs and Nature allow Rotom-W to OHKO physically defensive Skarmory, assuming at least 1% of its Hp is gone so that Sturdy doesn't count and deals a bit above 50% to Mandibuzz so it cant roost stall forever. T-Wave was chosen over Will-o-Wisp, as Sableye already has Will-o-Wisp, so might as well use T-Wave to cripple speedy Pokes or fire types/special attackers that Will-o-Wisp can't do much to.
Mamoswine
Ability: Thick Fat
EVs: 172 Atk / 84 SpA / 252 Spe
Hasty Nature
- Ice Shard
- Earthquake
- Freeze-Dry
- Stealth Rock
Mamoswine was chosen as the Stealth Rocker, for its ability to set up rocks and deal with Quagsire and Gastrodon who can't be hit by Rotom, thanks to Freeze-dry being a special move, not be completely destroyed the moment it gets burnt by a Scald though losing the amazing power in Icicle Crash does kinda suck, but the aforementioned threats would wall my team otherwise. The EVs in Sp.Attack allow Mamoswine to perfectly OHKO Quagsire after SR damage with Freeze-Dry. Ice Shard and EQ are fairly self explanatory, priority is always nice, EQ is always nice. Thick Fat since its Thick Fat and pretty good to hopefully let Mamo live a hit.
Scizor
Ability: Technician
EVs: 252 HP / 236 Atk / 20 Def
Adamant Nature
- Defog
- Roost
- Bullet Punch
- U-turn
Scizor is my defogger, chosen since I wanted a defog/rapid spin user who wasn't fairy or water weak, and, well, was overall decent. Scizor was chosen, thanks to its nice complementary typing with the rest of the team, and MORE PRIORITY. This guy is sort of like an offensive supporter. Roost helps keep it in the game, U-Turn gives some nice momentum and can be annoying paired with Rotom's Volt Switch. The attack EVs are perfect to allow it to just 2HKO Clefable with Bullet Punch while at the same time doesn't really affect most other calcs at all because level 50 works like that, so I could pump some more investment into Defense.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Power-Up Punch
- Earthquake
- Sucker Punch
I decided to build my team around Mega Kangaskhan. It's a powerhouse, and I always liked Kangaskhan as a Pokemon even before it got this OP evolution (HIPSTER ALERT??) so I thought I would try it out. I opted out of Fake Out, since I thought the coverage would be nicer. I was tempted to put in Rock Slide to surprise Charizard Ys and Talonflames, but I thought that EQ and Sucker Punch would be better since it can then handle Aegislash and M.Gengar with EQ, and has a priority attack and mindgames with Sucker Punch. I'm so super worried about Espeon in BP teams that I'm almost tempted to toss Circle Throw onto Kangaskhan.
Blaziken
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Stone Edge
- Protect
Initially I had Kangaskhan, but I didn't like how both my strong attackers could get bopped by a Will-o-Wisp and have it called a day. So I decided to go for using Mega Blaziken, oops turns out that they changed the rules again and now mega stones aren't allowed either, since like Kangaskhan, he's quite cool, and I never got a chance to use him before. Two standard STAB moves, don't want to risk HJK. Stone Edge is to bop Talons or Dnites or something who think they can be cheeky and switch in, and Protect is for the speed boost though I'm half tempted to use Substitute instead since most good players would expect the Protect and just switch or set up or something.
Sableye
Ability: Prankster
EVs: 252 HP / 116 SpD / 140 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Foul Play
- Recover
I decided to use Sableye to support Kangaskhan, as it is immune to Kangaskhan's only weakness, fighting type, and has a lot of utility that I think will be very handy. It helps to neuter physical attackers with WoW, and Taunt is to help with Baton Pass shenanigans that will most likely be present, as well as a ton of other things that Taunt does like handle those darnded Swagger Klefkis. Foul play because Knock Off is useless in a no item tournament and Recover because Recover. The EVs and Nature is just so that I can outspeed uninvested Klefki to Taunt them before they can perform any funny business. I really don't want to have to deal with any swagger business. It also has the bonus of being able to taunt other Sableyes without worrying too much so that's good too I guess.
Garchomp
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance
I opted for Garchomp because a strong Dragon type I thought would be needed to handle stuff like Charizard X especially which can't be broken by WoW, and because Garchomp is stronk in general with nice STAB EQ and awesome coverage with Stone Edge. Swords Dance allows me to boost my great attack even more and hopefully allow for some sweeps. Basically just threw it in because it's Garchomp and everyone knows Garchomp is stronk.
Rotom-Heat
Ability: Levitate
EVs: 252 HP / 116 SpA / 140 SpD
Modest Nature
- Overheat
- Thunderbolt
- Volt Switch
- Thunder Wave
I noticed my team didn't have much to properly deal with stuff like Ferrothorn, Forretress, Mandibuzz, Skarmory and all that rot. With that in mind, I thought Rotom Heat would be a perfect fit. The fire coverage handles Ferrothorn and Forretress, and the electric moves handle Mandibuzz and Skarmory, along with a bunch of other Pokes. The EVs and nature allow Rotom to perfectly OHKO Physically defensive Skarmory with Thunderbolt, of course as long as at least 1 HP is chipped off of its health (or if someone is stupid enough to bring non sturdy Skarm) as well as stuff like Talonflame. It also deals a bit above 50% health to Mandibuzz so it can't roost stall forever. Thunder Wave is because Sableye already has Will-O-Wisp, and it would be handy to make sweepers a lot more manageable. Thanks to its fire typing, it can also eat up Will-O-Wisps and T-Waves that would be aimed at Garchomp and Kanga.
Rotom-Mow
Ability: Levitate
EVs: 252 HP / 116 SpA / 140 SpD
Modest Nature
- Leaf Storm
- Thunderbolt
- Volt Switch
- Thunder Wave
Rotom-Mow? WTF? It's not normal get out of here.
I know I know. but in this situation, it happened to fit my team perfectly, I didn't just choose it for the sake of it. With the new addition of Blaziken, I no longer absolutely needed Rotom-Heat whose purpose was to bop ferrothorn and scizor and other steel types. On the other hand though, I noticed my team would have a lot of trouble with bulky waters like Gastrodon, Vaporeon and Quagsire, and I still wanted the electric coverage. So what's the next best thing? Rotom-Mow! The EVs and nature allow Rotom to perfectly OHKO Physically defensive Skarmory with Thunderbolt, of course as long as at least 1 HP is chipped off of its health (or if someone is stupid enough to bring non sturdy Skarm) as well as stuff like Talonflame. It also deals a bit above 50% health to Mandibuzz so it can't roost stall forever. Thunder Wave is because Sableye already has Will-O-Wisp, and it would be handy to make sweepers a lot more manageable. Thanks to its electric typing it can eat up T-Waves that would be aimed at Blaziken.
Starmie
Ability: Natural Cure
EVs: 172 HP / 132 SpA / 204 Spe
Timid Nature
- Surf
- Ice Beam
- Recover
- Rapid Spin
I knew I'd need some kind of rapid spinner to get rid of rocks for Rotom and to sustain Skarm's sturdy, and because getting rid of it is helpful in general. At the same time, I also noticed that Blaziken could possibly run through my team. As a result, I opted for Starmie, of which can both Rapid Spin and act as a check for Blaziken. I chose Surf over Scald as Surf can net some key OHKOs that Scald can't, such as on Blaziken. The EVs were tailored so that Starmie can outspeed base 108s (Infernape), and so that Surf and Ice Beam could net KOs on Blaziken, Garchomp, and Dragonite (once Multiscale is broken). Recover, I think, will be an amazing move where no items are present, as it allows Starmie to keep healthy and there aren't choice banded/specs/LO Pokes to KO as easily. Furthermore, thanks to Natural Cure, I can also use Starmie to absorb statuses that my other Pokes wouldn't want to have.
Skarmory
Ability: Sturdy
EVs: 252 HP / 172 Def / 84 Spe
Impish Nature
- Stealth Rock
- Whirlwind
- Roost
- Brave Bird
I knew I wanted a Stealth Rocker, as it would be handy for removing Dragonite Multiscales and any sturdies from Skarms or Steelixes and because sneaky pebbles are sneaky in general. Skarmory was my first thought, since it could set Stealth Rocks, phase away set up sweepers and Baton Passers (if Espeon is removed) and again, a healing move in Roost is handy. I put in Brave bird because Brave Bird and IDK what else Skarmory can do since I never used one before (the horror!).The EVs were just the recommended ones that Showdown gave me because I don't know what I want to tailor it for. I have now made a tailored EV set. It outspeeds uninvested Base 80s, mainly Mega Venusaur, so I can boop them with a Brave Bird.
Overall I'm quite happy on the team, but I can't help but feel very anxious without a whirlwind/roar/haze user to help with BP or minimize or whatever cosmic power nonsense. Hence I am stuck on my team, and asking for advice. :(
Thanks for reading!
The rules are as follows:
6v6 Singles Match
No items
Must be Kalos Bred/Caught (National Pokedex)
No legendaries
There are no tiers or whatever clauses except for the ones that apply in game, so there will be stuff like Swagger, evasion, Baton Passers and whatnot.
Note: All the EVs and calculations are made at level 50, not 100, as this will be in game.
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Stone Edge
- Protect
Where Blaziken was initially added as a nice Mega attacker before the tournament runners changed the rules again to make it no items including Mega Stones, I decided to keep Blaziken in anyway. As thanks to Speed Boost and it's nice attack stat, it can dent some nice holes in teams. The moves are somewhat self explanatory. I chose Low Kick over High Jump Kick, as I just didn't want to risk the recoil. Stone Edge is to allow me to bop Talonflames or Dnites who want to be cheeky and switch in.
Ability: Prankster
EVs: 252 HP / 116 SpD / 140 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Foul Play
- Recover
Sableye was added thanks to my fear of Swagplay Klefki or other shenanigens in a tournament like this, and I love its overall utility with prankster Will-o-Wisp. The EVs and Nature allow me to outspeed 0 speed investment Klefki by 1 point to Taunt them before they can do any funny business. The rest was dumped into Sp.Defense because Will-o-Wisp's burns should patch up the defensive side.
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Fire Punch
- Extreme Speed
Dragonite was chosen to be my dragon of choice, as thanks to Dragon Dance, Multiscale and the lack of any Choice Scarfs, it can do some nice work on one or two boosts. Fire Punch allows me to get Scizor, Skarm and Ferro who may wall me otherwise. Extremespeed gives me nice priority against opposing priority users who want to take Dragonite out once it is weakened, and because priority is always nice, especially when its ESpeed.
Ability: Levitate
EVs: 252 HP / 140 Def / 116 SpA
Modest Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Thunder Wave
Rotom-Wash was to help deal with Talonflame and other Pokes that threaten Dnite and Blaziken. Without a Chesto Berry, I didn't really want Rest, and it being Kalos bred meant it can't have Pain Split, so I simply opted to have T.bolt in alongside Volt Switch for the extra powers. The EVs and Nature allow Rotom-W to OHKO physically defensive Skarmory, assuming at least 1% of its Hp is gone so that Sturdy doesn't count and deals a bit above 50% to Mandibuzz so it cant roost stall forever. T-Wave was chosen over Will-o-Wisp, as Sableye already has Will-o-Wisp, so might as well use T-Wave to cripple speedy Pokes or fire types/special attackers that Will-o-Wisp can't do much to.
Ability: Thick Fat
EVs: 172 Atk / 84 SpA / 252 Spe
Hasty Nature
- Ice Shard
- Earthquake
- Freeze-Dry
- Stealth Rock
Mamoswine was chosen as the Stealth Rocker, for its ability to set up rocks and deal with Quagsire and Gastrodon who can't be hit by Rotom, thanks to Freeze-dry being a special move, not be completely destroyed the moment it gets burnt by a Scald though losing the amazing power in Icicle Crash does kinda suck, but the aforementioned threats would wall my team otherwise. The EVs in Sp.Attack allow Mamoswine to perfectly OHKO Quagsire after SR damage with Freeze-Dry. Ice Shard and EQ are fairly self explanatory, priority is always nice, EQ is always nice. Thick Fat since its Thick Fat and pretty good to hopefully let Mamo live a hit.
Ability: Technician
EVs: 252 HP / 236 Atk / 20 Def
Adamant Nature
- Defog
- Roost
- Bullet Punch
- U-turn
Scizor is my defogger, chosen since I wanted a defog/rapid spin user who wasn't fairy or water weak, and, well, was overall decent. Scizor was chosen, thanks to its nice complementary typing with the rest of the team, and MORE PRIORITY. This guy is sort of like an offensive supporter. Roost helps keep it in the game, U-Turn gives some nice momentum and can be annoying paired with Rotom's Volt Switch. The attack EVs are perfect to allow it to just 2HKO Clefable with Bullet Punch while at the same time doesn't really affect most other calcs at all because level 50 works like that, so I could pump some more investment into Defense.
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Power-Up Punch
- Earthquake
- Sucker Punch
I decided to build my team around Mega Kangaskhan. It's a powerhouse, and I always liked Kangaskhan as a Pokemon even before it got this OP evolution (HIPSTER ALERT??) so I thought I would try it out. I opted out of Fake Out, since I thought the coverage would be nicer. I was tempted to put in Rock Slide to surprise Charizard Ys and Talonflames, but I thought that EQ and Sucker Punch would be better since it can then handle Aegislash and M.Gengar with EQ, and has a priority attack and mindgames with Sucker Punch. I'm so super worried about Espeon in BP teams that I'm almost tempted to toss Circle Throw onto Kangaskhan.
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Stone Edge
- Protect
Initially I had Kangaskhan, but I didn't like how both my strong attackers could get bopped by a Will-o-Wisp and have it called a day. So I decided to go for using
Ability: Prankster
EVs: 252 HP / 116 SpD / 140 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Foul Play
- Recover
I decided to use Sableye to support Kangaskhan, as it is immune to Kangaskhan's only weakness, fighting type, and has a lot of utility that I think will be very handy. It helps to neuter physical attackers with WoW, and Taunt is to help with Baton Pass shenanigans that will most likely be present, as well as a ton of other things that Taunt does like handle those darnded Swagger Klefkis. Foul play because Knock Off is useless in a no item tournament and Recover because Recover. The EVs and Nature is just so that I can outspeed uninvested Klefki to Taunt them before they can perform any funny business. I really don't want to have to deal with any swagger business. It also has the bonus of being able to taunt other Sableyes without worrying too much so that's good too I guess.
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance
I opted for Garchomp because a strong Dragon type I thought would be needed to handle stuff like Charizard X especially which can't be broken by WoW, and because Garchomp is stronk in general with nice STAB EQ and awesome coverage with Stone Edge. Swords Dance allows me to boost my great attack even more and hopefully allow for some sweeps. Basically just threw it in because it's Garchomp and everyone knows Garchomp is stronk.
Ability: Levitate
EVs: 252 HP / 116 SpA / 140 SpD
Modest Nature
- Overheat
- Thunderbolt
- Volt Switch
- Thunder Wave
I noticed my team didn't have much to properly deal with stuff like Ferrothorn, Forretress, Mandibuzz, Skarmory and all that rot. With that in mind, I thought Rotom Heat would be a perfect fit. The fire coverage handles Ferrothorn and Forretress, and the electric moves handle Mandibuzz and Skarmory, along with a bunch of other Pokes. The EVs and nature allow Rotom to perfectly OHKO Physically defensive Skarmory with Thunderbolt, of course as long as at least 1 HP is chipped off of its health (or if someone is stupid enough to bring non sturdy Skarm) as well as stuff like Talonflame. It also deals a bit above 50% health to Mandibuzz so it can't roost stall forever. Thunder Wave is because Sableye already has Will-O-Wisp, and it would be handy to make sweepers a lot more manageable. Thanks to its fire typing, it can also eat up Will-O-Wisps and T-Waves that would be aimed at Garchomp and Kanga.
Ability: Levitate
EVs: 252 HP / 116 SpA / 140 SpD
Modest Nature
- Leaf Storm
- Thunderbolt
- Volt Switch
- Thunder Wave
Rotom-Mow? WTF? It's not normal get out of here.
I know I know. but in this situation, it happened to fit my team perfectly, I didn't just choose it for the sake of it. With the new addition of Blaziken, I no longer absolutely needed Rotom-Heat whose purpose was to bop ferrothorn and scizor and other steel types. On the other hand though, I noticed my team would have a lot of trouble with bulky waters like Gastrodon, Vaporeon and Quagsire, and I still wanted the electric coverage. So what's the next best thing? Rotom-Mow! The EVs and nature allow Rotom to perfectly OHKO Physically defensive Skarmory with Thunderbolt, of course as long as at least 1 HP is chipped off of its health (or if someone is stupid enough to bring non sturdy Skarm) as well as stuff like Talonflame. It also deals a bit above 50% health to Mandibuzz so it can't roost stall forever. Thunder Wave is because Sableye already has Will-O-Wisp, and it would be handy to make sweepers a lot more manageable. Thanks to its electric typing it can eat up T-Waves that would be aimed at Blaziken.
Ability: Natural Cure
EVs: 172 HP / 132 SpA / 204 Spe
Timid Nature
- Surf
- Ice Beam
- Recover
- Rapid Spin
I knew I'd need some kind of rapid spinner to get rid of rocks for Rotom and to sustain Skarm's sturdy, and because getting rid of it is helpful in general. At the same time, I also noticed that Blaziken could possibly run through my team. As a result, I opted for Starmie, of which can both Rapid Spin and act as a check for Blaziken. I chose Surf over Scald as Surf can net some key OHKOs that Scald can't, such as on Blaziken. The EVs were tailored so that Starmie can outspeed base 108s (Infernape), and so that Surf and Ice Beam could net KOs on Blaziken, Garchomp, and Dragonite (once Multiscale is broken). Recover, I think, will be an amazing move where no items are present, as it allows Starmie to keep healthy and there aren't choice banded/specs/LO Pokes to KO as easily. Furthermore, thanks to Natural Cure, I can also use Starmie to absorb statuses that my other Pokes wouldn't want to have.
Ability: Sturdy
EVs: 252 HP / 172 Def / 84 Spe
Impish Nature
- Stealth Rock
- Whirlwind
- Roost
- Brave Bird
I knew I wanted a Stealth Rocker, as it would be handy for removing Dragonite Multiscales and any sturdies from Skarms or Steelixes and because sneaky pebbles are sneaky in general. Skarmory was my first thought, since it could set Stealth Rocks, phase away set up sweepers and Baton Passers (if Espeon is removed) and again, a healing move in Roost is handy. I put in Brave bird because Brave Bird and IDK what else Skarmory can do since I never used one before (the horror!).
Overall I'm quite happy on the team, but I can't help but feel very anxious without a whirlwind/roar/haze user to help with BP or minimize or whatever cosmic power nonsense. Hence I am stuck on my team, and asking for advice. :(
Thanks for reading!
- Sableye could be a problem. 5/6 of my team are special attackers, 4/6 will care a lot about burns. I need to scout out whether the Sableye would be more physically or specially defensive, and I then need to preserve Blaziken or Rotom-W for it.
- Evasion, defense and sp.defense boosters can also be a problem if I don't have Sableye out to Taunt them, since I don't have any Roars or Whirlwinds or Hazes on my team.
- Azumarill can poke lots of holes in my team.
- Rotom-Wash can also be a problem. Again, 4/6 of my Pokes hate burns, and Blaziken cannot take a Hydro Pump.
- Magic Guard + Calm Mind Clefable with Flamethrower. Can wall my Pokes with moonlight and though Scizor can 2HKO Bullet Punch it, it gets burnt to a crisp by an unboosted flamethrower.
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