Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Leaf Storm
- Focus Blast
- Hidden Power [Fire]
- Dragon Pulse
I built this team around Sceptile, with the Sceptile/Talonflame/Bisharp combo having been suggested to me. It's meant to punch holes in the enemies team. I need to hit any Bisharp counters hard. The move set is pretty typical, there isn't many other special sceptile sets that differ. HP Fire 2HKOs ferrothorn, which is important since this team doesn't enjoy hazards.
Landorus @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SPA / 252 SPE
Modest Nature
- Earth Power
- Focus Blast
- Sludge Wave
- Psychic
This was the final addition to the team. I wasn't looking for much, just some speed and special attack. It also helps to have the electric immunity. The set is just typical coverage. The poison type move for fairies helps quite a bit, since I was hindered by them before. I consider this the weakest link of the team. I was considering replacing it, but I couldn't find anything I cared much for. A switch would be greatly appreciated.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-Turn
- Flare Blitz
- Brave Bird
- Aerial Ace
How dare a man use Talonflame!!
Like I said, this was based off of that S/T/B template, so here's the Talonflame. It hits hard when it needs to. It's here to revenge kill, and not much else. Flare Blitz and Brave Bird are required STABs. U-Turn is nice if you've kept rocks off, most mons don't like to stay in on a Talonflame. Aerial Ace is there just because there's no real reason to have a fourth move. It's only purpose is if you know it'll kill, and you don't want to take recoil damage. Some people may run acrobatics, if there's ever a situation where your band gets knocked off and you survive somehow, but I've never witnessed that situation.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off/Aerial Ace/Low Kick
- Swords Dance
Again, this was in the template. It's also the only setup sweeper I have, so it's the main focal point of the team. It needs to get I as fast as possibe and set up a Swords Dance or two. Once it does that it can one shot a majority of the meta. Max HP is necessary for you to live hits that out prioritize your own, if you're able to get a Swords Dance up without losing too much HP.
Tentacruel @ Assault Vest
Ability: Liquid Ooze
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Rapid Spin
- Knock Off
- Scald
- Acid Spray
Tentacruel was my special wall of choice. It resists most weaknesses these attackers have, being Ice, Fire, Water, Fighting, Bug, Fairy, etc. Landorus pairs up pretty well with it, since it's immune to two of Tentacruels three weaknesses, and the scarier of the three at that. It's purpose is to sponge special attacks, since that assault vest shoots it's special defense through the roof. It's a huge counter to Greninja (ignore the fact that it's suspect). It's other objective is the rapid spin, it has to keep hazards off, and preserve Bisharps sash. Rapid Spin is obvious. Knock off is great utility, and hits the Psychic types and ghost type spinblockers that like to switch in. Acid Spray comes clutch with things like mega Slowbro, and thing alike, allowing sceptile to either threaten them out or kill them. Scald, finally, does reliable damage, and burns are appreciated.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Roost
- Heal Bell
- Psychic
I needed a stealth rocker that wasn't weak to water, and Mew fit that bill. It also defended well against some weaknesses that were there, especially Tentacruels Psychic weakness. It's role is to set up rocks, and then take hits. So Stealth Rock for hazards, Roost for recovery, Psychic for STAB, and heal bell for the burns that Bisharp commonly gets, and the paralysis that floats around.
So the point of this team is for Bisharp to get a Swords Dance, and put as many holes in the enemies team as possible, and then have the other three come in and pick off the rest. Tentacruel keeps rocks off so talonflame can do its stuff, as well as wall the ever so present Greninja, as I made this team like a month and a half ago, when it wasn't suspect. But Greninjas potential ban doesn't stop it's usefulness though, as it walls some other threats, such as Azumarill, Mega Venusaur (thanks to its ability), and Mega Sceptile.
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Leaf Storm
- Focus Blast
- Hidden Power [Fire]
- Dragon Pulse
I built this team around Sceptile, with the Sceptile/Talonflame/Bisharp combo having been suggested to me. It's meant to punch holes in the enemies team. I need to hit any Bisharp counters hard. The move set is pretty typical, there isn't many other special sceptile sets that differ. HP Fire 2HKOs ferrothorn, which is important since this team doesn't enjoy hazards.
Landorus @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SPA / 252 SPE
Modest Nature
- Earth Power
- Focus Blast
- Sludge Wave
- Psychic
This was the final addition to the team. I wasn't looking for much, just some speed and special attack. It also helps to have the electric immunity. The set is just typical coverage. The poison type move for fairies helps quite a bit, since I was hindered by them before. I consider this the weakest link of the team. I was considering replacing it, but I couldn't find anything I cared much for. A switch would be greatly appreciated.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-Turn
- Flare Blitz
- Brave Bird
- Aerial Ace
How dare a man use Talonflame!!
Like I said, this was based off of that S/T/B template, so here's the Talonflame. It hits hard when it needs to. It's here to revenge kill, and not much else. Flare Blitz and Brave Bird are required STABs. U-Turn is nice if you've kept rocks off, most mons don't like to stay in on a Talonflame. Aerial Ace is there just because there's no real reason to have a fourth move. It's only purpose is if you know it'll kill, and you don't want to take recoil damage. Some people may run acrobatics, if there's ever a situation where your band gets knocked off and you survive somehow, but I've never witnessed that situation.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off/Aerial Ace/Low Kick
- Swords Dance
Again, this was in the template. It's also the only setup sweeper I have, so it's the main focal point of the team. It needs to get I as fast as possibe and set up a Swords Dance or two. Once it does that it can one shot a majority of the meta. Max HP is necessary for you to live hits that out prioritize your own, if you're able to get a Swords Dance up without losing too much HP.
Tentacruel @ Assault Vest
Ability: Liquid Ooze
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Rapid Spin
- Knock Off
- Scald
- Acid Spray
Tentacruel was my special wall of choice. It resists most weaknesses these attackers have, being Ice, Fire, Water, Fighting, Bug, Fairy, etc. Landorus pairs up pretty well with it, since it's immune to two of Tentacruels three weaknesses, and the scarier of the three at that. It's purpose is to sponge special attacks, since that assault vest shoots it's special defense through the roof. It's a huge counter to Greninja (ignore the fact that it's suspect). It's other objective is the rapid spin, it has to keep hazards off, and preserve Bisharps sash. Rapid Spin is obvious. Knock off is great utility, and hits the Psychic types and ghost type spinblockers that like to switch in. Acid Spray comes clutch with things like mega Slowbro, and thing alike, allowing sceptile to either threaten them out or kill them. Scald, finally, does reliable damage, and burns are appreciated.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Roost
- Heal Bell
- Psychic
I needed a stealth rocker that wasn't weak to water, and Mew fit that bill. It also defended well against some weaknesses that were there, especially Tentacruels Psychic weakness. It's role is to set up rocks, and then take hits. So Stealth Rock for hazards, Roost for recovery, Psychic for STAB, and heal bell for the burns that Bisharp commonly gets, and the paralysis that floats around.
So the point of this team is for Bisharp to get a Swords Dance, and put as many holes in the enemies team as possible, and then have the other three come in and pick off the rest. Tentacruel keeps rocks off so talonflame can do its stuff, as well as wall the ever so present Greninja, as I made this team like a month and a half ago, when it wasn't suspect. But Greninjas potential ban doesn't stop it's usefulness though, as it walls some other threats, such as Azumarill, Mega Venusaur (thanks to its ability), and Mega Sceptile.
Last edited: