First off, I'd like to thank whoever is kind enough to help me out with this team. I take a very long time to come up with my teams, and sometimes get lost in the theoretical to the point where I zone out on the actual usage of my team. I've been toying with this team idea for a few days now, trying to get it perfect, and I think it's about time I opened the flood gates and let your comments roll in.
Note: This team is not supposed to adhere to Smogon's rules like Evasion Clause and all that. This is meant for Online battling, so please don't tell me my Drifblim can't have Minimize. It can, and it will.
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Anyways, time for some pre-team analysis. This team is meant to be highly synergistic. I'm running one main core, on top of a secondary core, with a late-game sweeper and a supporter all bunched into one team. Allow me to present the main core:
The MenceWile core of this team is really quite good. Salamence and Mawile cover each other's weaknesses beautifully, and they can both take a few hits before dishing back some massive beatings. Salamence uses his mixed sweeping to brutal effect, and Mega-Mawile can throw a pretty mean punch. They are some serious MVPs of the team. Noting that Salamence would be quite crippled if he had to deal with Stealth Rocks, I decided to add in a Rapid Spinner. I wanted, as well, to condense the role of Rapid Spinner and Hazard Setter into one 'mon, and there was only one guy, in my mind, to do the job.
Forretress is a very good Rapin Spinner, and on top of that he gets access to Spikes and Stealth Rocks. I figure that that's pretty good for condensing the roles of Hazard Control and Hazard Setting into one slot, but how about we step it up a notch? His only weakness is fire, so why not pair him with a Flash Fire Chandelure until Heatran becomes a thing in X and Y. At the same time, Forretress does a great job at covering Chandelure's weaknesses as well. Between the two of them, they can pass a lot to each other, and can even switch into the main core when the time is right. Chandelure also works brilliantly as a Spin Blocker to make Ferrothorn's job easier. The rest of the team is actually the two I started with, because I have a feeling that they'll be the most fun to use.
These two aren't actually a core. They're more of the odd ends of the team. Barbaracle is great for late-game sweeping, and Drifblim is great at helping him (or anyone on the team) prepare for a massive sweep. Barbaracle is pretty standard, with a wide range of moves that lets him hit everything in the game either for Super Effective damage or neutral damage. Drifblim's merit lies in his Minimize + Stockpile + Baton Pass combination. Throw down a Minimize, and when the opponent misses you throw down a Stockpile. Keep going until you're satisfied, or until it's too risky, and Baton Pass out. Anything sweeper on the team (usually Barbaracle) is then an evasive tank sweeping through the opponent's team. On top of that, Drifblim has Destiny Bond so he can take one more opponent down with him. Sure, he's Taunt bait, but with some good prediction that's no big deal.
Well, now that the analysis is out of the way, here's the actual numbers for the team:
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Salamence @ Life Orb
Ability: Intimidate
Nature: Jolly
EVs: 252 Spd / 252 S.Atk / 4 Atk
- Draco Meteor
- Fire Blast
- Earthquake
- Dragon Dance
Mawile @ Mawilite
Ability: Intimidate (Huge Power)
Nature: Adamant
EVs: 252 Atk / 252 S.Def / 4 Def
- Play Rough
- Iron Head
- Swords Dance
- Sucker Punch
Forretress @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 Def / 252 S.Def / 4 HP
- Stealth Rock
- Rapid Spin
- Spikes
- Gyro Ball
Chandelure @ Air Balloon
Ability: Flash Fire
Nature: Modest
EVs: 252 S.Atk / 252 Spd / 4 HP
- Fire Blast
- Shadow Ball
- Will-o-Wisp
- Calm Mind
Barbaracle @ White Herb
Ability: Tough Claws
Nature: Adamant
EVs: 252 Atk / 252 HP / 4 Spd
- Razor Shell
- Power-Up Punch
- Poison Jab
- Shell Smash
Drifblim @ Bright Powder
Ability: Aftermath
Nature: Impish
EVs: 240 HP / 136 Def / 132 S.Def
- Minimize
- Stockpile
- Baton Pass
- Destiny Bond
Note: This team is not supposed to adhere to Smogon's rules like Evasion Clause and all that. This is meant for Online battling, so please don't tell me my Drifblim can't have Minimize. It can, and it will.
- - - - - - - - - - - - - - - - - - - - - -
Anyways, time for some pre-team analysis. This team is meant to be highly synergistic. I'm running one main core, on top of a secondary core, with a late-game sweeper and a supporter all bunched into one team. Allow me to present the main core:
The MenceWile core of this team is really quite good. Salamence and Mawile cover each other's weaknesses beautifully, and they can both take a few hits before dishing back some massive beatings. Salamence uses his mixed sweeping to brutal effect, and Mega-Mawile can throw a pretty mean punch. They are some serious MVPs of the team. Noting that Salamence would be quite crippled if he had to deal with Stealth Rocks, I decided to add in a Rapid Spinner. I wanted, as well, to condense the role of Rapid Spinner and Hazard Setter into one 'mon, and there was only one guy, in my mind, to do the job.
Forretress is a very good Rapin Spinner, and on top of that he gets access to Spikes and Stealth Rocks. I figure that that's pretty good for condensing the roles of Hazard Control and Hazard Setting into one slot, but how about we step it up a notch? His only weakness is fire, so why not pair him with a Flash Fire Chandelure until Heatran becomes a thing in X and Y. At the same time, Forretress does a great job at covering Chandelure's weaknesses as well. Between the two of them, they can pass a lot to each other, and can even switch into the main core when the time is right. Chandelure also works brilliantly as a Spin Blocker to make Ferrothorn's job easier. The rest of the team is actually the two I started with, because I have a feeling that they'll be the most fun to use.
These two aren't actually a core. They're more of the odd ends of the team. Barbaracle is great for late-game sweeping, and Drifblim is great at helping him (or anyone on the team) prepare for a massive sweep. Barbaracle is pretty standard, with a wide range of moves that lets him hit everything in the game either for Super Effective damage or neutral damage. Drifblim's merit lies in his Minimize + Stockpile + Baton Pass combination. Throw down a Minimize, and when the opponent misses you throw down a Stockpile. Keep going until you're satisfied, or until it's too risky, and Baton Pass out. Anything sweeper on the team (usually Barbaracle) is then an evasive tank sweeping through the opponent's team. On top of that, Drifblim has Destiny Bond so he can take one more opponent down with him. Sure, he's Taunt bait, but with some good prediction that's no big deal.
Well, now that the analysis is out of the way, here's the actual numbers for the team:
- - - - - - - - - - - - - - - - - - - - - -
Salamence @ Life Orb
Ability: Intimidate
Nature: Jolly
EVs: 252 Spd / 252 S.Atk / 4 Atk
- Draco Meteor
- Fire Blast
- Earthquake
- Dragon Dance
Mawile @ Mawilite
Ability: Intimidate (Huge Power)
Nature: Adamant
EVs: 252 Atk / 252 S.Def / 4 Def
- Play Rough
- Iron Head
- Swords Dance
- Sucker Punch
Forretress @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 Def / 252 S.Def / 4 HP
- Stealth Rock
- Rapid Spin
- Spikes
- Gyro Ball
Chandelure @ Air Balloon
Ability: Flash Fire
Nature: Modest
EVs: 252 S.Atk / 252 Spd / 4 HP
- Fire Blast
- Shadow Ball
- Will-o-Wisp
- Calm Mind
Barbaracle @ White Herb
Ability: Tough Claws
Nature: Adamant
EVs: 252 Atk / 252 HP / 4 Spd
- Razor Shell
- Power-Up Punch
- Poison Jab
- Shell Smash
Drifblim @ Bright Powder
Ability: Aftermath
Nature: Impish
EVs: 240 HP / 136 Def / 132 S.Def
- Minimize
- Stockpile
- Baton Pass
- Destiny Bond
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