I would really appreciate some constructive criticism for this team. Thanks in advance!
This is what I have:
Lead:
AERODACTYL @ Focus Sash
Jolly Nature / 252 Attack, 252 Speed, 6 HP
Ability: Pressure
-Earthquake
-Rock Slide
-Taunt
-Stealth Rock
My suicide lead; set up a stealth rock and taunt to keep them from setting up any entry hazards or stat boosts. Earthquake to kill Infernape / Jirachi lead. Rock Slide for flinching, and works well for Forretress / Ninjask. Focus Sash is there to ensure that my stealth rock goes down, it's the difference between a OHKO and a 2HKO.
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ELECTIVIRE @ Expert Belt
Adamant Nature / 252 Attack, 252 Speed, 6 HP
Ability: Motor Drive
-ThunderPunch
-Ice Punch
-Cross Chop
-Earthquake
Electivire is one of my favorite Pokemon of all time, I love his movesets. Motor Drive makes him my favorite Electric counter, especially because he can learn Earthquake. He has a super effective move for most typings, so I gave him the Expert Belt.
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GYARADOS @ Life Orb
Adamant Nature / 6 HP, 252 Attack, 252 Speed
Ability: Torrent
-Waterfall
-Taunt
-Dragon Dance
-Earthquake
DD Gyarados set w/ Life orb. Taunt to prevent everything that will prevent the sweeping madness. DD to set up, Waterfall for STAB, and Earthquake for everything that resists Waterfall. Great for setting up Electivire for a Motor Drive boost.
-----------------------------------------
UMBREON @ Leftovers
Calm Nature / 252 HP, 130 Defense, 128 Sp. Defense
Ability: Synchronize
-Toxic
-Payback
-Protect
-Wish
I love Umbreon. He has turned a game around so many times. Toxic for obvious reasons. Payback for attack, especially when taunted; Umbreon almost always goes second, so it does great damage. Wish / Protect for healing Umbreon and the rest of the team.
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INFERNAPE @ Life Orb
Naive Nature / 252 Sp. Attack, 252 Speed, 6 Atk.
Ability: Blaze
-Flamethrower
-Grass Knot
-Close Combat
-Hidden Power (Ice)
Flamethrower for STAB, Grass knot for bulky waters / walls. Close combat for Heatran, etc. HP Ice for Dragons.
-----------------------------------------
BLISSEY @ Leftovers
Bold Nature / 148 HP, 252 Def, 110 Sp. Atk
Ability: Natural Cure
-Aromatherapy
-Ice Beam
-Seismic Toss
-Softboiled
Aromatherapy to cure status, softboiled to keep alive. Ice beam for Ghosts and Seismic toss for everything else.
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All suggestions and criticism will be greatly appreciated, thanks!
This is what I have:
Lead:
AERODACTYL @ Focus Sash
Jolly Nature / 252 Attack, 252 Speed, 6 HP
Ability: Pressure
-Earthquake
-Rock Slide
-Taunt
-Stealth Rock
My suicide lead; set up a stealth rock and taunt to keep them from setting up any entry hazards or stat boosts. Earthquake to kill Infernape / Jirachi lead. Rock Slide for flinching, and works well for Forretress / Ninjask. Focus Sash is there to ensure that my stealth rock goes down, it's the difference between a OHKO and a 2HKO.
-----------------------------------------
ELECTIVIRE @ Expert Belt
Adamant Nature / 252 Attack, 252 Speed, 6 HP
Ability: Motor Drive
-ThunderPunch
-Ice Punch
-Cross Chop
-Earthquake
Electivire is one of my favorite Pokemon of all time, I love his movesets. Motor Drive makes him my favorite Electric counter, especially because he can learn Earthquake. He has a super effective move for most typings, so I gave him the Expert Belt.
-----------------------------------------
GYARADOS @ Life Orb
Adamant Nature / 6 HP, 252 Attack, 252 Speed
Ability: Torrent
-Waterfall
-Taunt
-Dragon Dance
-Earthquake
DD Gyarados set w/ Life orb. Taunt to prevent everything that will prevent the sweeping madness. DD to set up, Waterfall for STAB, and Earthquake for everything that resists Waterfall. Great for setting up Electivire for a Motor Drive boost.
-----------------------------------------
UMBREON @ Leftovers
Calm Nature / 252 HP, 130 Defense, 128 Sp. Defense
Ability: Synchronize
-Toxic
-Payback
-Protect
-Wish
I love Umbreon. He has turned a game around so many times. Toxic for obvious reasons. Payback for attack, especially when taunted; Umbreon almost always goes second, so it does great damage. Wish / Protect for healing Umbreon and the rest of the team.
-----------------------------------------
INFERNAPE @ Life Orb
Naive Nature / 252 Sp. Attack, 252 Speed, 6 Atk.
Ability: Blaze
-Flamethrower
-Grass Knot
-Close Combat
-Hidden Power (Ice)
Flamethrower for STAB, Grass knot for bulky waters / walls. Close combat for Heatran, etc. HP Ice for Dragons.
-----------------------------------------
BLISSEY @ Leftovers
Bold Nature / 148 HP, 252 Def, 110 Sp. Atk
Ability: Natural Cure
-Aromatherapy
-Ice Beam
-Seismic Toss
-Softboiled
Aromatherapy to cure status, softboiled to keep alive. Ice beam for Ghosts and Seismic toss for everything else.
-----------------------------------------
All suggestions and criticism will be greatly appreciated, thanks!