i went like 7-2 with this team, idk if its good or not.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Superpower
My wallbreaker and swift swim sweeper. Waterfall and Eq for stabs, and Ice Punch for coverage. Superpower to beat ferro and to hit ttar harder. Been really helpful and superpower has saved me more than once.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Roost
- U-turn
- Scald
- Defog
A standard defensive Pelipper set. Set rain, Uturn out, defog hazards and roost to recover. Scald is a good chip and the burn chance is really useful for my team.
Kartana @ Grassium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Knock Off
- Leaf Blade
- Sacred Sword
Kartana is the Zmove user. Smart Strike and Leaf Blade for stabs, and Sacred Sword and Knock off for coverage and support respectively. Considered running steelium-z, but went with grass instead, since it does enough that it can beat pex on mid range hp.
Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Dark Pulse
- U-turn
- Ice Beam
Another heavy hitter for my team. Scald and Dark Pulse for stabs, Ice beam can beat Tapu Bulu on the 1v1, and Uturn to pivot around. overall a standard set on Greninja.
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Rest
- Scald
- Tail Glow
- Energy Ball
Manaphys goal is to set up and (maybe?) sweep. Tail Glow and scald are obvious, and rest can be used under rain to instantly recover while energy ball is coverage. This is definitly my most shakey mon to use.
LORD MAGNEZONE (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
LORD MAGNEZONES GOAL IS SIMPLE. BEAT THE LIVING DAYLIGHTS OUT OF SKARMORYS. Since Skarm walls kartana and swampert, lord magnezones goal is to trap and kill those metal birds and put them out of commission. Also for a nice touch, it beats celesteela and when not under rain, beats scizors lacking a fighting move and ferro with HP fire. Tbolt and Flash Cannon are stabs, volt switch is used to voltturn with greninja, and HP fire is to beat scizor and ferro outside of rain. Honestly has saved me a bit.
what do you think? what should i change on this team?
pokepaste: click here for the paste
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Superpower
My wallbreaker and swift swim sweeper. Waterfall and Eq for stabs, and Ice Punch for coverage. Superpower to beat ferro and to hit ttar harder. Been really helpful and superpower has saved me more than once.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Roost
- U-turn
- Scald
- Defog
A standard defensive Pelipper set. Set rain, Uturn out, defog hazards and roost to recover. Scald is a good chip and the burn chance is really useful for my team.
Kartana @ Grassium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Knock Off
- Leaf Blade
- Sacred Sword
Kartana is the Zmove user. Smart Strike and Leaf Blade for stabs, and Sacred Sword and Knock off for coverage and support respectively. Considered running steelium-z, but went with grass instead, since it does enough that it can beat pex on mid range hp.
Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Dark Pulse
- U-turn
- Ice Beam
Another heavy hitter for my team. Scald and Dark Pulse for stabs, Ice beam can beat Tapu Bulu on the 1v1, and Uturn to pivot around. overall a standard set on Greninja.
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Rest
- Scald
- Tail Glow
- Energy Ball
Manaphys goal is to set up and (maybe?) sweep. Tail Glow and scald are obvious, and rest can be used under rain to instantly recover while energy ball is coverage. This is definitly my most shakey mon to use.
LORD MAGNEZONE (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
LORD MAGNEZONES GOAL IS SIMPLE. BEAT THE LIVING DAYLIGHTS OUT OF SKARMORYS. Since Skarm walls kartana and swampert, lord magnezones goal is to trap and kill those metal birds and put them out of commission. Also for a nice touch, it beats celesteela and when not under rain, beats scizors lacking a fighting move and ferro with HP fire. Tbolt and Flash Cannon are stabs, volt switch is used to voltturn with greninja, and HP fire is to beat scizor and ferro outside of rain. Honestly has saved me a bit.
what do you think? what should i change on this team?
pokepaste: click here for the paste