Onward, to victory!

Guten Tag, fellow Smogs! I've created a new team that's done pretty well so far (by which I mean I've won more matches than I've lost :P), and decided to post the team on here to try and improve it!

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Persian @ Life Orb
Technician
Jolly (+Spd, -SpAtk)
4 HP, 252 Atk, 252 Spd
~Fake Out
~Hypnosis
~Bite
~U-Turn

The Standard Free Hits Persian. Since the days of R/B/Y, this classy cat's been a favorite of mine, and I love using him in as many teams as I can. He gains some (mostly free) damage from Fake Out, stops leads (or switch-ins) in their tracks with Hypnosis, punishes any Ghost type (read: Mismagius and Rotom) stupid enough to counter Fake Out with a Technician-powered Bite, and turns tail when the going gets tough with U-Turn. Now, most of you will probably say that I should go with Ambipom, as the two-tailed monkey can do everything Persian's doing better, but let me remind those naysayers that Ambi doesn't have access to Hypnosis, which, as stated previously, helps shut down a potential problem.



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Milotic @ Life Orb
Marvel Scale
Modest (+SpAtk, -Atk)
152 HP, 80 Def, 220 SpAtk, 56 Spd
~Hydro Pump
~Ice Beam
~Hidden Power [Grass]
~Recover

Ah, Milotic, the beautiful mermaid of my Fire/Grass/Water core. Despite its fucked up evolutionary chain (aparently forcefeeding someone candies and bread makes one thin and attractive instead of ugly and obese), Milo's really proven itself in the UU metagame, often stopping sweepers from ruining people's parades. For this team, I run the Life Orb tank set, allowing Milotic to take hits like a champ and deal some damage of its own. Hydro Pump is chosen over Surf for more raw power, Ice Beam to take care of those pesky Grass switch-ins, Hidden Power [Grass] to gain damage on Milo's fellow bulky waters while not being stopped by Ground types, and Recover to heal off any damage sustained by Life Orb and attacks.



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Sceptile @ Life Orb
Overgrow
Hasty (+Spd, -Def)
252 Atk, 80 SpAtk, 176 Spd
~Leaf Storm
~Hidden Power [Ice]
~Leaf Blade
~Low Kick

The Grass component of my Fire/Grass/Water core, Sceptile serves the role as wallbreaker for my team. Leaf Storm for devastating damage on anything that doesn't resist it (and even on a great deal of things that do!), Hidden Power [Ice] for predicted Grass switch ins, Leaf Blade for a reliable STAB attack (as repeated Leaf Storms tend to add up), and Low Kick, which is specifically for Registeel. I'm thinking about changing Low Kick for Earthquake or Rock Slide, however, as Low Kick is rarely a 2HKO on Regi (despite what the analysis says) and I could use the extra coverage gained by those attacks.



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Arcanine @ Leftovers
Intimidate
Careful (+SpDef, -SpAtk)
252 HP, 4 Def, 252 SpDef
~Flare Blitz
~ExtremeSpeed
~Toxic
~Morning Sun

The last part of my Fire/Water/Grass combo, this specially defensive Arcanine surprises many with its bulk and, like Milo, can dish out some damage as well. Flare Blitz and ExtremeSpeed ensure Arc's doing plenty of damage, Toxic for the inevitable Bulky Water-, Rock-, and Fire-Type switch-ins, and Morning Sun to recover.



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Donphan @ Leftovers
Sturdy
Adamant (+Atk, -SpAtk)
52 HP, 252 Atk, 204 Def
~Stealth Rock
~Rapid Spin
~Earthquake
~Roar/Ice Shard/Assurance

My Rapid Spinner and Stealth Rocker, Donphan ensures my team isn't worn down by entry hazards. Stealth Rock and Rapid Spin are self-explainatory, and Earthquake is for consistent STAB damage, but where I really need help is with its last move. Roar lets me phaze away anything trying to set up (usually), racks up SR damage, and lets me scout the opponent's team; Ice Shard lets me get the drop on weakened opponents; and Assurance lets me hit Ghost-type switch-ins (most of which have Levitate to block EQ) harder. Any advice is appreciated!



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Mismagius @ Leftovers
Levitate
Timid (+Spd, -Atk)
252 SpAtk, 252 Spd, 4 SpDef
~Substitute
~Nasty Plot/Calm Mind
~Shadow Ball
~Thunderbolt/Hidden Power [Fighting]

My spinblocker/Special Attacker, Mismagius has been fairly underwhelming on my team thus far. It does its job as a damage dealer alright, and it does help keep SR on my opponent's side of the field, but Mis usually ends up dying (mostly due to my own incompetence) as its Pursuited to death or killed by an uresisted physical move. Still, when I do manage to get Mis set up, she destroys anything that doesn't looke like an egg with legs. Substitute to protect Mis from damage and statuses, Nasty Plot or Calm Mind to stat up, Shadow Ball for STAB, and Thunderbolt for some added coverage. I'm also thinking of switching T-Bolt for Hidden Power [Fighting] if I decide to get rid of Sceptile's Low Kick, as I feel I need a fighting type move somewhere on my team.



And so, that's my team. Feel free to rate/criticize/insult/flame my team all you want!
 
On your Sceptile, you should consider changing HP ice, for X-Scissor as that hurts Grass types, and has higher base power.
 
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