So, this is my first ever time using this forum. I hope to gain some good constructive criticism from it, so if you would kindly take the time to look at this team and leave your feedback, that would be lovely! :)
GOD (Shiftry) (M) @ Weakness Policy
Ability: Chlorophyll
EVs: 252 Spd / 216 SAtk / 40 Atk
Hasty Nature
- Endure
- Energy Ball
- Sucker Punch
- Focus Blast
This shiftry puts in a LOT of work, and makes an amazing late-game sweeper. I really recommend trying this set out yourself, the only let down is focus-miss. Alternatively, you could have gigadrain instead of energy ball but I prefer power over recovery.
Whoredino (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 248 HP / 8 Def
Careful Nature
- Thunder Wave
- Heal Bell
- Wish
- Knock Off
I needed a specially defensive wall that wasn't weak to ice or fire (shiftry's weaknesses) it works excellently as a wish-passer, allowing shiftry to come back in if hazzards are not on the field. I have a big fighting weakness already, but we'll get to that later.
MetalGearSolid (Armaldo) @ Leftovers
Ability: Battle Armor
EVs: 252 Def / 248 HP / 8 Atk
Impish Nature
- Rapid Spin
- X-Scissor
- Stealth Rock
- Stone Edge
Armaldo is a great defensive wall and can tank hits all day long. I needed a spinner, so I thought why not. Rocks because hazards are nice, and x-scissor and stonemiss to hit things relatively hard.
Midna (Mismagius) (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Destiny Bond
- Shadow Ball
- Thunderbolt
This thing shouldn't be in NU. Sp00k speed and SpAtk. Destiny bond is on there purely for bulk-up Gurdurs with knock off- my team would be screwed by it otherwise. Very institutional but it works. Standard three attacks w/life orb. It also makes a nice spin-counter.
Scar (Luxray) (M) @ Choice Scarf
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature
- Volt Switch
- Wild Charge
- Fire Fang
- Superpower
Just trying this thing out and it's really good. Predicted toxic's or burns from Duscnoir and you're set. Only downfall is faster scarfers like Archeops.
Broken (Feraligatr) @ Lum Berry
Ability: Torrent
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Dance
- Waterfall
- Aqua Jet
- Ice Fang
This thing hits like a truck if you're able to set up with it. I thought about taking off Ice Fang for crunch, otherwise you get walled by other water types, but ice fang is nice for Vileplumes/grass types etc.
Overall analysis: I've encountered a few problems with vileplumes and AV regirock but thankfully have played around them so far. If you have any suggestions as to what to take out/improve etc then by all means tell me! If not, use the team and enjoy it :)
Cheers guys!
- Ellie Clarke / TheBasedEllie
GOD (Shiftry) (M) @ Weakness Policy
Ability: Chlorophyll
EVs: 252 Spd / 216 SAtk / 40 Atk
Hasty Nature
- Endure
- Energy Ball
- Sucker Punch
- Focus Blast
This shiftry puts in a LOT of work, and makes an amazing late-game sweeper. I really recommend trying this set out yourself, the only let down is focus-miss. Alternatively, you could have gigadrain instead of energy ball but I prefer power over recovery.
Whoredino (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 248 HP / 8 Def
Careful Nature
- Thunder Wave
- Heal Bell
- Wish
- Knock Off
I needed a specially defensive wall that wasn't weak to ice or fire (shiftry's weaknesses) it works excellently as a wish-passer, allowing shiftry to come back in if hazzards are not on the field. I have a big fighting weakness already, but we'll get to that later.
MetalGearSolid (Armaldo) @ Leftovers
Ability: Battle Armor
EVs: 252 Def / 248 HP / 8 Atk
Impish Nature
- Rapid Spin
- X-Scissor
- Stealth Rock
- Stone Edge
Armaldo is a great defensive wall and can tank hits all day long. I needed a spinner, so I thought why not. Rocks because hazards are nice, and x-scissor and stonemiss to hit things relatively hard.
Midna (Mismagius) (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Destiny Bond
- Shadow Ball
- Thunderbolt
This thing shouldn't be in NU. Sp00k speed and SpAtk. Destiny bond is on there purely for bulk-up Gurdurs with knock off- my team would be screwed by it otherwise. Very institutional but it works. Standard three attacks w/life orb. It also makes a nice spin-counter.
Scar (Luxray) (M) @ Choice Scarf
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature
- Volt Switch
- Wild Charge
- Fire Fang
- Superpower
Just trying this thing out and it's really good. Predicted toxic's or burns from Duscnoir and you're set. Only downfall is faster scarfers like Archeops.
Broken (Feraligatr) @ Lum Berry
Ability: Torrent
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Dance
- Waterfall
- Aqua Jet
- Ice Fang
This thing hits like a truck if you're able to set up with it. I thought about taking off Ice Fang for crunch, otherwise you get walled by other water types, but ice fang is nice for Vileplumes/grass types etc.
Overall analysis: I've encountered a few problems with vileplumes and AV regirock but thankfully have played around them so far. If you have any suggestions as to what to take out/improve etc then by all means tell me! If not, use the team and enjoy it :)
Cheers guys!
- Ellie Clarke / TheBasedEllie