Hey guys, I posted up a team a few days ago, which I didn't get any responses on.
This is a different team, it is essentially unchanged from the team I used in Gen 6, however it has had relative success in Gen 7, however 3 of my sets have slipped into UU this gen. I have made several changes to improve this team, however none of them seem to work.
As with my previous team, this will get me into the 1500's but again, not any further.
I would ideally like a way to work protean greninja into this team, without sacrificing anything critical.
I would say that this teams biggest issue is with dedicated stall teams, it can struggle to break through them. Unaware Clefable causes a problem as Charizard is often used to break walls.
I would really appreciate any advice or feedback.
Chuck Norris (Breloom) (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Spore
Breloom's job is rather straight forward. He adds priority to my team, to help deal with revenge killing stat boosted pokemon. He is extremely useful at dealing with Bisharp, using spore to avoid sucker punch and then killing with mach punch. He is also great for powering through bulky waters, and is even capable of taking on clefable after a spore with some luck.
Sash can help secure a swords dance boost, or provide insurance against certain situations. Obviously hazard support is required to keep its Focus Sash intact.
Breloom can be taken out quickly if played poorly, but this thing has also single handedly turned a losing situation into a victory on a fair few occasions.
Charizard (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Charizard adds further offence to my team, straight forward set. This simply comes in on things that are terrified of it, such as Ferrothorn and Dragon Dances. Flare Blitz provides enormous power, and dragon claw is a safer option that Outrage. I usually alternate between roost and Earthquake on the last slot. Heatran will shut this down without earthquake.
Spin 2 Win (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Rapid Spin
- Recover
My spinner. I like to bring this in against things such as ferrothorn, use reflect type and proceed to spin hazards away. If Ferrothorn proceeds to stay in, I attempt to burn it with scald. Unfortunately this thing doesn't stand up quite as well as it has done previously, however I prefer this over Excadrill mainly because of its access to refelct type and recover, as well as Natural Cure.
I also like Starmie because it can make Mega Medichan think twice.
Band Hero (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Similar to Breloom this adds priority, however is able to hit fairy types for super effective damage. Bullet punch can hit things for very significant damage assuming they don't resist it. Superpower is used to catch Heatran or Ferrothorn on the switch in, and Pursuit is used to trap Latios, or revenge kill Mega Alakazam. U-Turn is used to rack up damage and to get out of battle if I think Magnezone is likely to be switched in.
Buu (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Thunder Wave
Chansey is used to add Massive special bulk to my team. Aromatherapy is used to heal unwanted burns to scizor, Breloom and to a lesser extent, Landorus. Thunder Wave is used to catch Scizor on the switch in, as well as causing a lot of pokemon problems. Seismic toss is used to wittle away anything it walls, and Soft Boiled is used for longevity.
Rock N' Troll (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- Toxic
Landorus is Used to bolster my physical defense, with its ability intimidate and its defensive spread, as well as it being a very solid stealth rock user. Knock off is used to remove items such as Eviolite or left overs. Earthquake for ground coverage, and toxic to catch things out such as Rotom W.
This is a different team, it is essentially unchanged from the team I used in Gen 6, however it has had relative success in Gen 7, however 3 of my sets have slipped into UU this gen. I have made several changes to improve this team, however none of them seem to work.
As with my previous team, this will get me into the 1500's but again, not any further.
I would ideally like a way to work protean greninja into this team, without sacrificing anything critical.
I would say that this teams biggest issue is with dedicated stall teams, it can struggle to break through them. Unaware Clefable causes a problem as Charizard is often used to break walls.
I would really appreciate any advice or feedback.
Chuck Norris (Breloom) (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Spore
Breloom's job is rather straight forward. He adds priority to my team, to help deal with revenge killing stat boosted pokemon. He is extremely useful at dealing with Bisharp, using spore to avoid sucker punch and then killing with mach punch. He is also great for powering through bulky waters, and is even capable of taking on clefable after a spore with some luck.
Sash can help secure a swords dance boost, or provide insurance against certain situations. Obviously hazard support is required to keep its Focus Sash intact.
Breloom can be taken out quickly if played poorly, but this thing has also single handedly turned a losing situation into a victory on a fair few occasions.
Charizard (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Charizard adds further offence to my team, straight forward set. This simply comes in on things that are terrified of it, such as Ferrothorn and Dragon Dances. Flare Blitz provides enormous power, and dragon claw is a safer option that Outrage. I usually alternate between roost and Earthquake on the last slot. Heatran will shut this down without earthquake.
Spin 2 Win (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Rapid Spin
- Recover
My spinner. I like to bring this in against things such as ferrothorn, use reflect type and proceed to spin hazards away. If Ferrothorn proceeds to stay in, I attempt to burn it with scald. Unfortunately this thing doesn't stand up quite as well as it has done previously, however I prefer this over Excadrill mainly because of its access to refelct type and recover, as well as Natural Cure.
I also like Starmie because it can make Mega Medichan think twice.
Band Hero (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Similar to Breloom this adds priority, however is able to hit fairy types for super effective damage. Bullet punch can hit things for very significant damage assuming they don't resist it. Superpower is used to catch Heatran or Ferrothorn on the switch in, and Pursuit is used to trap Latios, or revenge kill Mega Alakazam. U-Turn is used to rack up damage and to get out of battle if I think Magnezone is likely to be switched in.
Buu (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Thunder Wave
Chansey is used to add Massive special bulk to my team. Aromatherapy is used to heal unwanted burns to scizor, Breloom and to a lesser extent, Landorus. Thunder Wave is used to catch Scizor on the switch in, as well as causing a lot of pokemon problems. Seismic toss is used to wittle away anything it walls, and Soft Boiled is used for longevity.
Rock N' Troll (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- Toxic
Landorus is Used to bolster my physical defense, with its ability intimidate and its defensive spread, as well as it being a very solid stealth rock user. Knock off is used to remove items such as Eviolite or left overs. Earthquake for ground coverage, and toxic to catch things out such as Rotom W.
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