So a few days ago a guy on Showdown helped me build a Gen 1 team. It looks the following, and is build around Zard-X as the sweeper (Starmie as the rapis-spinner to clean its way).
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Psyshock
- Focus Blast
- Shadow Ball
- Hidden Power [Ice]
Alakazam is the revenge killer. I use it to cover poison types and chose Psyshock over Psychic to maximize damage output for physically defensive foes. What I do not like about it is that Focus Blast only hits 7 out of 10 times, which very often leads to situations where the focus blast decides if I win or lose the battle. Therefore I have been thinking about using X-Accuracy in stead of Life Orb, but I am not sure if it is a viable option, and if I should go for Focus Sash in stead.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled
Clefairy is the Stealth Rock setter, and I choose it as the lead when I think Stealth Rock will be important for the match. I thought Thunder Wave would be important to cripple Lopunny (as elsewise it outspeeds everything in my team), and also I thought it could be a good combo with the Hex Gengar. Maybe Moonlight could be handy instead of Soft-Boiled, specifically to be able to wall out Sun Charizard-Y.
Gengar @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Hex
- Taunt
- Will-O-Wisp
- Sludge Wave
Gengar: Basically it is in my team because it is one of my all time favourites. I ain't going to build a Gen 1 team without it. I choose it as a lead if I think an annoying stage hazard setter without Prankster might be chosen as the enemy lead, or also to cripple physical attackers like Azumarill. I chose Hex because I think it is a good combo with Clefable's Thunder Wave and Zapdos' Static ability.
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
My team is built as such, that Charizard-X can clean up the remains of the enemy team. I try to switch it in on weakened enemies such that then I can use a free roost (if stealth rocks are active), or a Dragon Dance. I also switch it in when I am awaiting a Will-o-wisp from a Pokémon that Charizard-X outspeeds.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Thunderbolt
- Ice Beam
Starmie is crucial in the team as stage hazard remover. I try to hold on to it for as long as possible in order to clean the way for Charizard-X. I am not sure currently if Thunderbolt is the better option than Psychic, but it works quite well to switch in on Water Types and then punishing them hard. But due to its frailty this often backfyres, because Starmie dies from this switch-in+punishing, which then means that Stealth Rocks stay in.
Zapdos @ Rocky Helmet
Ability: Static
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Roost
- Hidden Power [Ice]
- Heat Wave
Zaptos is physically defensive + Static + Rocky Helmet. So this is the Pokémon that tries to punish contact-making moves (very specifically from Pokémon like Lopunny, Landorus and Scizor. Works very well, and is one of my most effective team members as far as my experience goes. It pretty much counters Scizor, Ferrothorn, which can be very annoying without an adequate counter. Again, Ice coverage because this is - in my opinion - one of the best attack types in the current meta.
Now with this team I have succeeded in climbing up to 1350 once, but not farther. Now maybe I'm just a bad player - this is very well possible - but maybe some of you also see obvious flaws in the team that I do not see currently.
I would very much appreciate any help in improving this team. The goal would be to reach 1500 on the ladder.
Thx :D
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Psyshock
- Focus Blast
- Shadow Ball
- Hidden Power [Ice]
Alakazam is the revenge killer. I use it to cover poison types and chose Psyshock over Psychic to maximize damage output for physically defensive foes. What I do not like about it is that Focus Blast only hits 7 out of 10 times, which very often leads to situations where the focus blast decides if I win or lose the battle. Therefore I have been thinking about using X-Accuracy in stead of Life Orb, but I am not sure if it is a viable option, and if I should go for Focus Sash in stead.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled
Clefairy is the Stealth Rock setter, and I choose it as the lead when I think Stealth Rock will be important for the match. I thought Thunder Wave would be important to cripple Lopunny (as elsewise it outspeeds everything in my team), and also I thought it could be a good combo with the Hex Gengar. Maybe Moonlight could be handy instead of Soft-Boiled, specifically to be able to wall out Sun Charizard-Y.
Gengar @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Hex
- Taunt
- Will-O-Wisp
- Sludge Wave
Gengar: Basically it is in my team because it is one of my all time favourites. I ain't going to build a Gen 1 team without it. I choose it as a lead if I think an annoying stage hazard setter without Prankster might be chosen as the enemy lead, or also to cripple physical attackers like Azumarill. I chose Hex because I think it is a good combo with Clefable's Thunder Wave and Zapdos' Static ability.
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
My team is built as such, that Charizard-X can clean up the remains of the enemy team. I try to switch it in on weakened enemies such that then I can use a free roost (if stealth rocks are active), or a Dragon Dance. I also switch it in when I am awaiting a Will-o-wisp from a Pokémon that Charizard-X outspeeds.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Thunderbolt
- Ice Beam
Starmie is crucial in the team as stage hazard remover. I try to hold on to it for as long as possible in order to clean the way for Charizard-X. I am not sure currently if Thunderbolt is the better option than Psychic, but it works quite well to switch in on Water Types and then punishing them hard. But due to its frailty this often backfyres, because Starmie dies from this switch-in+punishing, which then means that Stealth Rocks stay in.
Zapdos @ Rocky Helmet
Ability: Static
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Roost
- Hidden Power [Ice]
- Heat Wave
Zaptos is physically defensive + Static + Rocky Helmet. So this is the Pokémon that tries to punish contact-making moves (very specifically from Pokémon like Lopunny, Landorus and Scizor. Works very well, and is one of my most effective team members as far as my experience goes. It pretty much counters Scizor, Ferrothorn, which can be very annoying without an adequate counter. Again, Ice coverage because this is - in my opinion - one of the best attack types in the current meta.
Now with this team I have succeeded in climbing up to 1350 once, but not farther. Now maybe I'm just a bad player - this is very well possible - but maybe some of you also see obvious flaws in the team that I do not see currently.
I would very much appreciate any help in improving this team. The goal would be to reach 1500 on the ladder.
Thx :D