Please RMT, if you could.

I recently just deleted all my shoddy teams, and started fresh. This team started as electric themed, but I moved away from that somewhat in order to deal with the ground weak it posed. This is the first team I've place a decent amount of thought into, keeping track of problems I have and adjusting EV spreads and natures to work for me.


Bronzong @ Lum Berry
Ability: Levitate
EVs: 252 HP/24 Atk/172 Def/60 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Stealth Rock
- Explosion
- Earthquake

Lead. Lum Berry helps to gurantee I'll get Stealth Rock up, unless I get OHKO'd, and I don't think there are any common leads capable of that. Gyro Ball for attacking, it does some good damage against many of the fast leads I've encountered. Explosion when I'm low on health or trapped and GB isn't doing anything. The EV spread is a slightly modified version of the Total Defense build I found on Libelldra, which balances out the defenses. I used to have Hypnosis over Earthquake, but with Spore on Breloom I thought it might be useless.


Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 44 HP/252 Atk/212 Spd
Adamant nature (+Atk, -SAtk)
- Focus Punch
- Spore
- Seed Bomb
- Substitute

I tend to start off with Spore when I bring Breloom out. After I put the opponent to sleep, I either sub if I think they'll switch, or attack with which ever STAB attack will do more damage. I used to run Electivire here, but switched to Breloom to help with the EQ weakness I had. It'll also help take out Blissey or Snorlax, as I tend to have problems with them having mostly special attackers.

Raikou @ Leftovers
Ability: Pressure
EVs: 64 HP/248 Spd/96 SAtk/100 SDef
Timid nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
- Substitute

CMKou. When I get it set up it does pretty well. T-bolt is STAB, and Sub is to help set up and scout (if I'm faster). The EV's follow the set on Smogon, though I moved some from Speed to SpcDef for added bulk, and that one extra point doesn't help it outspeed anything of note. I tend to save him until the late game, unless I need to bring it out earlier.

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/36 Spd/220 SAtk
Bold nature (+Def, -Atk)
- Roost
- Toxic
- Hidden Power [Grass]
- Thunderbolt

Roost for healing, Toxic for added damage. I choose HP Grass over Ice because I figured I had enough Ice coverage already with Starmie, Kou, and Jolt.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Ice Beam
- Surf
- Thunderbolt
- Grass Knot


Not much to say on Starmie. Does a good amount of damage, has great coverage, and can absorb status. It dies faster thanks to the LO recoil, but most of the time it's worth it. Any Electric attacks that it draws out I can absorb with Jolteon. Starmie also seems to have taken on the role as my primary sweeper in the early game.


Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 40 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Ice]
- Shadow Ball
- Thunderbolt
- Wish

The speed EV's let it hit 385 speed, I didn't notice anything between that and max speed that was worth outspeeding, and most of the stuff that does outspeed it now are Scarfed. The extras were dumped into HP. I used to have Baton Pass over Wish, but I noticed it wasn't as helpful as when this set is used in the Lead position. When I'm able to get the Wish off, it has been pretty helpful.

All in all, I think this team is pretty good, though I know there are problems. My biggest problems seem to be the massive ground weak and Blissey. Snorlax seems to be an issue as well, though not as big. I'm also worried about the lack of fire attacks, but it hasn't been much of a problem yet.
 
I suggest getting a new lead as if a Gyarados Taunts you, your bronzong is screwed. Raikou and Jolteon both have an EQ weakness, and Zapdos isn't going to do much to a magnezone. If the Magnezone has HP Ice he'll wear down zapdos. :\
 
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