Rate my sandstorm team!

Sup, smogon. My local pokemon community, consisting of about 16 individuals are starting a tournament soon, and I just wanted to have a bunch of people pick my prized team apart with a sledge hammer. Just as a side note, most people participating run with a team something like this:

Electric/Fire/Water/Grass
Electric/Fire/Water/Grass
Electric/Fire/Water/Grass
Ground/Rock/Steel
Psychic/Dark
Dragon

Okay...
At A Glance

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Basic strategy
Plan to use spiritomb as an anti-lead of sorts, incapacitating their own lead. after that, throw out tyranitar to start a sandstream, Dragonite and Swampert as revenge killers, and act as a counter to many threats to my team,Lucario as a special hammer to many Steel/Ground/Rock counters expecting a physical set, and Metagross to sweep everything after his counters are gone.

In Detail...

The Azelf-hunter
Hades (Spiritomb)@leftovers
Bold, 252 HP / 140 Atk / 116 SpD
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Sucker punch
Taunt
Will-o-wisp
Pain split

Straight from smogon, a lot of my friends enjoy using Azelf as their lead, for an early sweep-this set is purely to smash them into the wall, resisting/immune to everything they throw at me. Will-o-wisp to screw over physical switch-ins, which handles a lot of threats to my team, such as Machamp. Taunt to prevent stealth rocks from being set up, pain split for healing and damage-it's fun to use against blissies!

The fist of God
Cronos(Tyranitar)@Choice band
Adamant, 176 HP / 252 Atk / 80 Spe
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Stone Edge
Crunch
Pursuit
Aqua Tail

Again, straight from smogon, very straight forward. Pull out spiritomb, predict the switch-in, and kill it, whilst starting a sandstorm. Stone edge gets flying types hoping to avoid a non-existent E.Q., Crunch kills alakazams w. Focus blast on the switch, pursuit kills ghosts that flee (And some who stay), Aqua tail gets bulky grounds for double damage. With the sandstorm up, I fear no longer Focus sash's, endure combos, and it stops STALLrein in it's tracks

The Anti-counter
Menoetius(Dragonite)@Expert belt
Rash, 112 Atk / 200 SpA / 196 Spe
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Superpower
Draco Meteor
Flamethrower
Thunderbolt

EV's from smogon, set independently bred by me. Essentially my almost-universal counter to all the threats to my team-Superpower kills rock and steel types catching a free ride from sandstorm, draco meteor for mixmences, flamethrower for Bronzong and Skarmory especially, and thunderbolt to kill Gyrados. Covers a lot of significant threats to my team, and works well as a revenge killer-might give it a choice scarf later on, but he also functions as an emergency sweeper,if Metagross
gets killed.

The Other anti-counter
Typhon(Donphan)@leftovers
Quiet, 252 HP / 6 Atk / 252 Def
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Earthquake
Surf
Ice beam
Stealth rock


Standard Mixpert, but with an extra boost to SpA. covers a lot of big holes in my team's defenses, and as a solid physical wall. E.Q. for coverage, Surf for STAB, Ice beam for Dragon huntin', and S.R. for overall support

The special kid
Prometheus(Lucario)@Choice specs
Modest, 4 HP / 252 SpA / 252 Spe
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Vacuum wave
Aura sphere
Dark pulse
Dragon pulse (HP Ice)

Lucario is simply my special option to attacking most pokemon, when my Physical variants either fail, or get killed. Almost perfect type coverage, his set has saved me on several occasions. Also, He's my second favorite pokemon. Vacuum wave makes up for the lack of speed on my team, and can catch a surprise KO on other Lucario's, which are rife in my community. Aura sphere has good type coverage, dark pulse gets ghosts and phychics thinking they've just hit the jackpot, and Dragon pulse is for filler. If I knew how hidden power works, I'd replace it with HP Ice for the coverage.

Atlas Shrugged
Atlas(Metagross)@Lum berry
Adamant, 4 HP / 252 Atk / 252 Spe
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Agility
Meteor mash
Earthquake
Ice punch

Standard Agiligross, with extra speed, please. Seeing as most of my friends enjoy using high speed variants of Tyranitar and Salamence, I decided to do the same with my end-game sweeper. Kills most things in one or two hits, Smogon for the set. Meteor mash for the STAB, E.Q. for the coverage, and Ice punch to smash Latias' face in, as well as other dragons+grass types thinking I can't touch them. Just have to get rid of all the bulky water's that ca otherwise wall this set beforehand.

Well, my time is short, so just give me whatever feedback you want. Depending on how I go on my local tourney, I might start participating on shoddybatle with this set. Well-RMT!
 
Forgot to do a threat list... Sorry. Blue is low level threat, Orange is mid-level, Red is "I freaking need help NOW!"

Azelf: Psychic. 115 Base Speed, 125 Base Special Attack and Attack, Nasty Plot, "Levitate", Psychic, Flamethrower, Grass Knot, Thunderbolt, U-turn, Trick and Explosion.

Spiritomb kills the suicide lead varieties. Barring that, Tyranitar w. Crunch, or Lucario w. Dark pulse

Breloom: Grass/Fighting. 130 Base Attack, 70 Base Speed. Spore is the best move in the game hands down, and "Poison Heal", which grants Breloom 12.5% HP Recovery (to Leftovers' 6.25%) when Poisoned (easy to accomplish with Toxic Orb), is arguably a top-five Ability when you consider it will grant Breloom immunity to other status as well. To complement these unique tools, Breloom can utilize Focus Punch, Seed Bomb, Mach Punch, Substitute, ThunderPunch, Superpower, Sky Uppercut, Stone Edge and Leech Seed.

Ah... Well, donphan has ice shard to do priority damage, and when he falls asleep, Dragonite should be able to roast this glorified Goomba with a touch of flamethrower. Metagross has Ice punch, and should be able to take whatever Breloom throws at it without too much trouble.

Celebi: Psychic/Grass. 100 Base in every stat, boasts Calm Mind, Swords Dance, Recover, Baton Pass, Psychic, Energy Ball/Grass Knot, Leaf Storm, Earth Power, Seed Bomb, Zen Heabutt, U-Turn, Heal Bell, Leech Seed, Trick, Perish Song and "Natural Cure".

Lucario w. Dark pulse, Dragonite with flamethrower, Spiritomb with sucker punch, Tyranitar with crunch, Metagross with Ice punch and donphan with ice shard. Need to watch for energy ball and earth power, however

Dugtrio: Ground. 120 Base Speed, 80 Base Attack. Only used for its "Arena Trap" trait, which prevents all pokémon that aren't Flying types or that don't have the Levitate ability from switching, making Dugtrio's Choice Banded or Life Orbed Earthquake, Aerial Ace, Night Slash or Sucker Punch quick and efficient. Can even run Choice Scarf to revenge kill enemy Choice Scarfers. A "threat" because it can stop other threats like Tyranitar, Infernape and Raikou from running rampant, and makes you think twice about building a team loaded with pokémon Dugtrio can kill off easily.

Only half my team is E.Q. weak-more than I would like, but two of those three have high defense, and should take one hit without dying, before hammering the mole, and his poor defenses.

Electivire: Electric. 123 Base Attack, a unique Ability in "Motor Drive" that raises its speed by 1.5× whenever an electric attack is used on it, 95 Base Speed, and the ability, with a Thunderpunch/Cross Chop/Earthquake/Ice Punch moveset, to score a Super Effective Hit on 13 of the 17 pokémon types (all but Psychic, Ghost, Bug and Fighting types). Can also take advantage of his 95 Base Special Attack with attacks such as Thunderbolt, Flamethrower and Hidden Power Ice or Grass.

Spiritomb's will-o-wisp makes this guy a lot easier to handle, allowing Donphan and Metagross to switch in with an earthquake. Swampert gets in for free, and kills it with an earthquake.

Empoleon: Water/Steel. 86 Base Attack, 88 Base Defense, 111 Base Special Attack, 101 Base Special Defense, 60 Base Speed. Empoleon's plethora of resistances (12 to be exact) allow it to switch in frequently and use Surf, Ice Beam, Grass Knot, Agility, Swords Dance, Waterfall, Aqua Jet and Drill Peck. Easily the best abuser of "Torrent" thanks to his Sandstorm immunity and resistance to popular priority moves.

Dragonite can hammer him with thunderbolt, but fears ice beam. Lucario has aura sphere to get at his fighting weakness too.

Flygon: Ground/Dragon. 100 Base Attack, 80 Base Defense, Special Attack and Special Defense, 100 Base Speed. "Levitate," resistance to Stealth Rock and immunity to Sandstorm and Electric attacks offer plenty of oppurtunities for Flygon to switch in and use Earthquake, Outrage, U-Turn Stone Edge, Draco Meteor, Fire Blast, Fire Punch and Roost. Can also utilise Choice Band or Choice Scarf to great effect.

Draco meteor from Dragonite, but needs to watch for opposing dragon STAB attacks.Swampert has Ice beam, and resists earthquake. Metagross has Ice punch to get rid of the spirit of the desert

Gengar: Ghost/Poison. 130 base Special Attack, 110 Base Speed and "Levitate". Its fantastic movepool includes: Shadow Ball, Thunderbolt, Hypnosis, Trick, Focus Blast, Will-o-wisp, Energy Ball and Destiny Bond. Poor 65 Base Attack but can abuse the high base powers of Focus Punch and Explosion to hit special walls.

Wow... Gengar is this good now? Either way, Spiritomb can hurt it with sucker punch, Tyranitar has pursuit and crunch, but needs to avoid focus blast. Lucario has dark pulse, and resists most attacks.

Gliscor: Ground/Flying. 95 Base Attack, 125 Base Defense, 95 Base Speed. Can use "Hyper Cutter" to block Intimidate or "Sand Veil" to grab an Evasion boost if Sandstorm is present. Great resistances and Defense allow Gliscor to make good use of Earthquake, Swords Dance, Ice Fang, Stone Edge, U-Turn, Roost, Rock Polish, Taunt and Baton Pass.

Tyranitar has aqua tail, and Lucario can prey on Gliscor's lower special defense stat, but both need to watch for earthquake. Swampert resists most of it's attacks, and kills it with Ice beam.

Gyarados: Water/Flying. 125 Base Attack, 100 Base Special Defense, 95 Base HP, Dragon Dance, "Intimidate", fantastic typing, and physical STAB in Waterfall and Bounce to replace its lost physical Hidden Power Flying from Advance. Also boasts Stone Edge, Earthquake, Ice Fang and, possibly its most threatening move, Taunt, which now lasts 3-5 turns instead of always two.

I added Dragonite purely to counter Gyarados with thunderbolt, as he used to tear through my team like butter-Ice fang continues to be a worry, however. Swampert's Ice beam can finish the job, but won't kill it outright.

Heatran: Steel/Fire. 130 Base Special Attack, 106 Base Defense and Special Defense, 77 Base Speed, 90 Base Attack. Can utilize its "Flash Fire" ability to boost its Overheat, Fire Blast and Flamethrower. Also boasts: Earth Power, Dragon Pulse, Metal Sound, Lava Plume and Explosion. Unique typing grants him many oppurtunities to switch in making him a perfect candidate for either Choice Specs or Choice Scarf.

Dragonite with superpower does a considerable amount of damage, but has to watch for dragon pulse. Metagross has E.Q., but has to watch for fire type attacks. Swampert resists both STABs, and also has an E.Q. to let loose.

Heracross: Bug/Fighting. 125 Base Attack, an Ability in "Guts" that raises its attack by 1.5× when afflicted with a status condition (PAR, BRN, PSN, SLP), 85 base Speed, 95 base Special Defense, and a great physical movepool, including, of most importance: Close Combat, Megahorn, Stone Edge/Rock Slide, Pursuit, Swords Dance, Night Slash, Facade, Sleep Talk, Endure and Reversal. Can also utilize Choice Scarf to boost its average speed to surprise enemies.

Uh... Dragonite's flamethrower does decent damage,but if it burns him, I'm out of luck. Stone edge is also a real problem. Swampert hits it for neutral damage, as does Metagross

Infernape: Fire/Fighting. Nasty Plot, Swords Dance, 108 Base Speed, 104 Base Attack and Special Attack, and a very, very diverse movepool, including, of most importance: Close Combat, Flamethrower, Hidden Power Ice, Grass Knot, Flare Blitz, Thunderpunch and Stone Edge.

Spiritomb uses will-o-wisp, and the monkey becomes considerably safer, if it's running with close combat and earthquake, the biggest threats to my team, allowing Lucario, Metagross and Tyranitar to enter in relative safety. Swampert laughs at all but grass knot,and has two Super efective STABs to use.

Jirachi: Psychic/Steel. 100 Base in every stat, boasts Calm Mind, Psychic, Grass Knot, Thunderbolt, Wish, U-Turn, Reflect, Thunder Wave, Iron Head, Body Slam, Ice Punch, Fire Punch, Thunderpunch, Trick, Zen Headbutt and greatly benefits from "Serene Grace".

Dragonite's flamethrower is my best shot on this pixie, but he hates being paralyzed. Swampert and Metagross have E.Q. which do double damage.

Kingdra: Water/Dragon. 95 Base Attack, Defense, Special Attack and Special Defense, 85 Base Speed, 75 Base HP. Sports two fun abilities in "Swift Swim", which doubles its speed in the rain, and "Sniper", which grants its critical hits 3× power instead of 2×. Among the most effective moves for Kingdra are: Rain Dance, Surf, Waterfall, Dragon Pulse, Draco Meteor, Dragon Dance, Outrage, Substitute and Yawn. It's worth noting that with Swift Swim, the single turn it takes to set up Rain Dance will not only double Kingdra's speed but boost both its physical and special Water-type moves one stage, which makes both Life Orb and Mystic Water look great on it.

Dragonite and Lucario both have super effective moves, but Dragonite has to watch for Ice beams

Latias: Dragon / Psychic: 110 base Special Attack, 110 base Speed, 80 base HP, 90 base Defense, 130 base Special Defense. Quite bulky on the special side and reasonably durable on the physical side it can easily switch in on a many Pokemon and threaten them with a powerful STAB Draco Meteor. Also can utilized a variety of other special moves such as: Dragon Pulse, Surf, Thunderbolt, and Grass Knot. Can utilize Calm Mind with one of its recovery options to set up a sweep. Also has Trick as its disposal.

Dragonite w. Draco meteor usually works, Lucario's Dragon pulse is okay, but not the best counter. Metagross with Ice punch cleans the floor with this wanna-be Latios.

Lucario: Fighting/Steel: 110 Base Attack, 115 Base Special Attack, 90 base speed. Its obscene movepool includes: Close Combat, Swords Dance, Crunch, Ice Punch, Stone Edge, Endure, Reversal, ExtremeSpeed, Aura Sphere, Vacuum Wave, Bullet Punch, Agility, Shadow Ball, Dark Pulse, Hidden Power Ice and Dragon Pulse.

Nothing is safe from Lucario, but Metagross kills the physical versions w. E.Q., special versions have to watch for Dragonite's superpower, but Dragonite has to watch for dragon pulse. Swampert works well on most sets that don't pack HP grass

Machamp: Fighting. 130 Base Attack, 90 Base HP, 80 Base Defense, 85 Base Special Defense. Already a viable threat with "Guts", Machamp's "No Guard" gives all of its attacks — and its opponents' — 100% accuracy, which is great news for its Dynamicpunch which causes all sorts of problems for potential counters with it's 100% confusion rate. Cross Chop and Stone Edge also benefit. Machamp also has Close Combat, Thunderpunch, Ice Punch, Fire Punch, Payback, Bullet Punch and Bulk Up at its disposal.

will-o-wisp from Spiritomb, then smash for neutral damage on his lower defense stat. Can cause problems, but not the worst threat to my team.

Magnezone: Electric/Steel. 115 Base Defense, 130 Base Special Attack, 90 Base Special Defense, 60 Base Speed. Primarily used for its "Magnet Pull" ability which allows it to prevent opposing Steel-types from switching out of battle. Boasts the strongest STAB Thunderbolt in the game and often compliments it with Hidden Power Ice. Other common moves include Substitute, Magnet Rise, Explosion, Thunder Wave and Metal Sound.

Metagross can outspeed the bastard, and hammer him with earthquake before he can magnet rise. Lucario has vacuum wave to do something before he gets sent to his maker.

Mamoswine: Ice/Ground. 130 Base Attack, 80 Base Speed, 70 Base Special Attack. Boasts one of the strongest STAB Earthquakes in the game, which, coupled with its STAB Ice Shard and Avalance, grant it great physical STAB coverage. Stone Edge, Ice Fang, Curse, Superpower and Blizzard round out the main options of a monster that works very well with a Choice Band.

Swampert is my best bet against this monster,resisting both its STABs, and having a double damage STAB E.Q. hamers this fool.

Metagross: Steel/Psychic. 135 Base Attack, 130 Base Defense, 80 Base HP, 70 Base Speed, 95 Base Special Attack, 90 Base Special Defense. Doesn't need a Choice Band to wreak havoc with moves like Meteor Mash, ThunderPunch, Ice Punch, Earthquake, Zen Headbutt, Agility/Rock Polish, Trick, Explosion, Grass Knot and Pursuit. Its "Clear Body" prevents its stats from being lowered, most notably by Intimidate.

Metagross don't like Dragonite's flamethrower, and my Metagross with Xtra speed has an edge-but if a OHKO eludes me, I'm in trouble. Swampert has E.Q to smash him into the ground, providing grass knot is absent.

Ninjask: Bug/Flying. 90 Base Attack, 160 Base Speed, an Ability in "Speed Boost" that raises its speed by one stage every turn. Among its main options: Substitute, Swords Dance, Baton Pass, Aerial Ace, X-Scissor, U-Turn and Protect. Mainly a threat on full-fledged Baton Pass teams that utilize Ingrain to keep both it and stat-ups from getting Whirlwinded away, but Ninjask can probably beat you in the right hands anyway if you don't have Haze, Taunt, Roar or Whirlwind handy.

Swampert has Ice beam, and Dragonite's flamethrower saves me again.

Porygon-Z: Normal. 135 Base Special Attack, 90 Base Speed, two unique Abilities in "Adaptability" that makes its Same Type Attack Bonus 2× instead of 1.5× and "Download" which grants Porygon-Z +1 Special Attack if the opponent's Defense is higher than his Special Defense. Nasty Plot, Tri Attack, Shadow Ball, Recover, Agility, Hidden Power Fighting for Rock and Steel types and the ability to use Trick to screw over special walls.

Lucario resists most of Z's attacks, and has Aura sphere, in conjunction to superior speed but has to watch for HP fighting. Metagross kills it with brute force

Rhyperior: Ground/Rock. 115 Base HP, 140 Base Attack, 130 Base Defense and a Rock typing that grants him a 1.5x boost to his Special Defense when in a Sandstorm. "Solid Rock" reduces the damage taken by super-effective attacks by 1/4. STAB Earthquake and Stone Edge are the mainstay attacks of any offensive Rhyperior with Megahorn, Aqua Tail, Fire Punch, Swords Dance and Rock Polish available to compliment them.

Burn with Spiritomb, then Metagross with meteor mash, or Tyranitar with aqua tail or Lucario with aure sphere-but all three still fear fighting and ground attacks. Swampert fears neither,and has E.Q. and surf to play with

Roserade: Grass/Poison. 125 Base Special Attack, 95 Base Speed, 105 Base Special Defense. Has Leaf Storm, Sludge Bomb, Sleep Powder, Weather Ball, Leech Seed, Spikes (illegal with Sleep Powder), and Toxic Spikes. Further, the constant switching associated with using a rather handy Choice Scarf or Choice Specs makes "Natural Cure" a great ability on Roserade.

Dragonite with flamethrower, or Metagross can switch in during a status, and Ice punch this weed problem into the ground

Rotom-A: Electric/Ghost. 50 Base HP, 107 Base Defense and Special Defense, 105 Base Special Attack. Rotom-As fabulous typing combined with "Levitate" makes it pretty tough to kill. Works very well with or without Choice Specs or Choice Scarf and has an excellent movepool that includes Thunderbolt, Shadow Ball, Will-o-Wisp, Thunder Wave, Charge Beam and Trick. Depending on which variant of Rotom-A is used it also has access to one of Air Slash, Blizzard, Hydro Pump, Leaf Storm or Overheat.

Lucario scoffs at all but overheat, and has dark pulse for double damage. Tyranitar w.Crunch/pursuit works too

Salamence: Dragon/Flying. 135 Base Attack, 110 Base Special Attack, 100 Base Speed, "Intimidate", and the ability, with either Choice Band or Choice Specs, to hit EXTREMELY hard off the bat from both ends of the damage spectrum. Besides Dragon Dance, its large movepool includes: Draco Meteor, Outrage, Earthquake, Rock Slide/Stone Edge, Brick Break, Flamethrower/Fire Blast, Hydro Pump, Aqua Tail, Dragon Pulse and Roost.

Dragonite's Draco meteor-but isn't a fan of outrage. Swampert takes neutral damage from STAB, and has a 4x effective Ice beam to play with

Scizor: Bug/Steel. 130 Base Attack, 100 Base Defense, 65 Base Speed. Makes great use of its new "Technician" ability, which grants a 1.5× boost to all attacks 60 Base Power or less most notably to Bullet Punch, and can still benefit from "Swarm" which grants the same boost to Bug-type Attack when at 33% or less HP. Scizor's decent movepool includes, X-Scissor, U-Turn, Superpower, Brick Break, Pursuit, Quick Attack, Swords Dance, Agility, Baton Pass, Reversal and Roost. It very much welcomes the benefits of Life Orb and Choice Band.

Dragonite w. Flamethrower does the job nicely. Barring that, Metagross walls all but brick break, and has E.Q. for decent damage. Ditto for Swampert

Snorlax: Normal. 160 Base HP, 110 Base Attack and Special Defense, 65 Base Defense. With Curse, Fire Punch, Ice Punch, Thunderpunch, Pursuit, Return/Frustration/Body Slam, Earthquake, Fire Blast, Selfdestruct and Crunch, Snorlax can contend with Skarmory a little better in this generation. Its "Thick Fat" Ability still halves the damage from Fire and Ice attack, and Rest can annoy you with or without Sleep Talk if you're not prepared.

W.out Ice punch, Dragonite w. superpower hammers the obese hello kitty into the ground. Otherwise... I'm in trouble. May edit team to avoid this.

Starmie: Water/Psychic. 115 Base Speed, 100 Base Special Attack and "Natural Cure". Can work very well with or without Choice Specs thanks to a great movepool that includes: Surf, Psychic, Thunderbolt, Ice Beam, Grass Knot, Recover, Rapid Spin and Trick. Its adequate, somewhat-overlooked 85 base Defense and Special Defense make it a surprisingly durable threat with Recover.

Metagross' brute force helps, but isn't a real solution. Dragonite has T. bolt, but has to watch for the ever present ice beam.

Suicune: Water. 100 Base HP, 90 Base Special Attack, 115 Base Defense and Special Defense, 85 Base Speed. Calm Mind, Surf, Ice Beam, Roar, Rest and Sleep Talk with its "Pressure" Ability make this virtually unchanged threat from Advance just as hard to beat in DP if you're not ready. Suicune's natural bulk also allows him to use a Life Orb and invest heavily in his Special Attack and Speed to run a more offensive set than what was seen in ADV.

W.out Ice beam, Dragonite just handles it. With ice beam, I'm a goner. May edit team to better counter this threat

Togekiss: Normal/Flying. 120 Base Special Attack, 115 Base Special Defense, 80 Base Speed, and an Ability in "Serene Grace" that doubles the extra effects of moves that have them. Its movepool includes: Nasty Plot, Air Slash (60% flinch with "Serene Grace"), Aura Sphere, Wish/Softboiled/Roost, Thunder Wave (or Body Slam to paralyse foes immune to Thunder Wave), Baton Pass, Tri Attack (illegal with Nasty Plot), Trick and Grass Knot. Can also utilise a Choice Scarf set to further abuse Air Slash's flinch rate.

Dragonite with thunderbolt usually keeps this fat pixie under control-as does Metagross and Tyranitar, with brute force

Tyranitar: Rock/Dark. Choice Banded Crunch, Stone Edge/Rock Slide, Pursuit, Earthquake and Aqua Tail from 134 Base Attack. Tyranitar can also boast Dragon Dance or 101 HP Substitutes and utilize Ice Beam, Thunderbolt, and Flamethrower/Fire Blast with 95 Base Special Attack and great all around defenses. Its "Sand Stream" also limits the durability of non-Rock, -Steel and -Ground Types, while also boosting by 1.5× the Special Defense of itself and all other Rock type pokémon.

Dragonite is usually my best bet against this foe, fearing only stone edge and ice beam. Lucario is option 2, Metagross 3, but both have to be wary of E.Q. Swampert also has E.Q., and resists opposing E.Q.s

Weavile: Dark/Ice. 120 Base Attack, 125 Base Speed, Swords Dance, Night Slash, Ice Punch, Brick Break and a STABbed Pursuit and Ice Shard make this a threat with or without Choice Band.

Burn with Spiritomb, smash with Lucario and Aura sphere. Just have to be careful of brick break. Swampert works well here too.

Yanmega: Bug/Flying. 116 Base Special Attack, 95 Base Speed, 86 Base HP and Defense. Has two very useful abilities in "Tinted Lens", which doubles the power of NVE (not very effective) hits, and "Speed Boost". Yanmega can use Air Slash, Bug Buzz, Hypnosis, Protect, and Choice Specs, Choice Scarf or Focus Sash very well.

Tyranitar with stone edge solves this problem almost entirely-tinted lens is a problem, however. Dragonite w. flamethrower also works well, but has to watch for stone edge and ancient power.

Zapdos: Electric/Flying. 125 Base Special Attack, 100 base Speed, 90 Base HP, Attack and Special Defense, 85 Base Defense. With Thunderbolt, Roost, Discharge, U-turn, Heat Wave, Hidden Power Ice or Grass, Substitute, Agility, and Baton Pass, Zapdos can be quite the nuisance, not to mention how well it can use Rest/Sleep Talk with its "Pressure" Ability.

Tynanitar has super effective moves, and Metagross and Swampert have Ice punch and Ice beam on their side to remove this bird from the field.
 
Firstly, expand on your descriptions in your OP - they're a bit lacking. Your threat list is very good, just lengthen your original descriptions, thanks.

As for your team. You have quite a significant Ground-type weakness, with three of your pokemon weak to Earthquake and one immunity, and you are quite vulnerable to Water as well. Dragonite resists both these types, true, but Rock attacks are often paired with Ground, and Ice with Water, and so he does not make for a reliable answer. I don't think you really need Rapid Spin here that desperately - only Dragonite is really badly affected by Stealth Rock, and Donphan isn't doing much in terms of typing and resistances for your team. I suggest dropping him altogether for a Celebi:

Celebi @ Leftovers | Bold | 252 HP / 220 Def / 36 Spe
Grass Knot / Stealth Rock / Recover / Thunder Wave

Or something along those lines. You can use Celebi to slow down pokemon with Thunder Wave so the rest of your team, in particular your slow Tyranitar and Lucario, can deal with them better. Celebi adds a valuable Water, Ground, and Fighting resist to your team, and can set up SR just like Donphan. It also fixes up the gaping Gyarados weakness your team currently has - it can easily grab a Dragon Dance on a choice locked Aura Sphere or Pursuit / Aqua Tail and proceed to sweep your team. With Celebi in the wings, that shouldn't be as much of a problem. I think it will support your team much better here than Donphan currently does.

On Lucario, I'd definitely add Vacuum Wave in there somewhere, probably over Psychic. Your team is generally quite slow, and Aura Sphere is very strong coming off Specs Lucario's decent SpA stat. It will stop any opposing DD Tyranitar in their tracks, as well as letting you quickly kill off any opposing Lucario (while doing a good chunk to the likes of Scarf Heatran as well, which is quite important for this team). Also, if you can get it, HP Rock is a preferable move to Dragon Pulse - it allows you to hit a lot of Lucario's common switchins much harder, namely Gyarados and Zapdos, while still getting a solid hit on Salamence.

Good luck with your team, and please expand on the descriptions, thank you.
 
Lucario should have HP Ice in place of Dragon Pulse. It hits more Pokemon super-effective, perhaps most importantly Gliscor for x4 damage. It's best to hit it on the switch though. HP Ice > HP Rock, because of LR's suggest Celebi walling Gyarados, and Gliscor is more problematic for your team.
Also, Shadow Ball should replace Dark Pulse, as it isn't resisted by Fighting Pokemon, and it's side effect is more useful than Dark Pulse' because Lucario lacks the speed to make use of it. Shadow Ball doesn't affect Blissey, but she walls Lucario anyways, let alone taking nothing from Dark Pulse.

I would recommend Ice Punch in place of Thunderpunch on Metagross. Ice Punch is mainly for Latias, seeing as Metagross has ideal typing for dealing with her. You do lose coverage against Water types, but LR's suggested Celebi will help you out here.
You may want to move some of Metagross' Speed EVs into HP to take hits better. 40 HP / 252 Atk / 216 Spe is enough to outrun Scarfed +nature base 90 Pokemon. I see little use in maxing out speed, as you won't be outruning anything noteworthy with those extra EVs.

You do massively fear Mamoswine, though Celebi should help out. CB Ice Shard deals 40.10% - 47.52% to 252 HP / 220 Def Celebi. Grass Knot is a OHKO.
 
I can't get my hands on a celebi. At all. Surely, is there another counter against mamoswine? Swampert, perhaps? One that isn't event only? Also, I don't know how to breed the different HP types. Is there a page on that? edits made in italics.
 
Well done on the Layout. It's awesome.

I see a Mixape weak though. I am surprised he doesn't have red. I also see a deep ground weak. It looks like you will have to change some pokemon.

CM Latias could go great on this team over Dragonite. Latigross is a great offensive core.

I think Latias will have to fit in over Dragonite though.
 
Unfortunately, I haven't the faintest idea how to get legendary pokemon with the nature I want them to have. besides, I have a reputation of not using legendarys. (It's fun killing a non-EV trained Raquaza with a rash Swampert's ice beam,and watching the kid cry. There are competitive battlers, however, we're not all n00bs) Also, I don't have sapphire or emerald. FR, LG and Rby are all I have, with Diamond. Sorry for being such a pain.
 
I can't get my hands on a celebi. At all. Surely, is there another counter against mamoswine? Swampert, perhaps? One that isn't event only? Also, I don't know how to breed the different HP types. Is there a page on that? edits made in italics.

There is a page for that. http://www.smogon.com/forums/showthread.php?t=20649. However, it is still very difficult to obtain an ideal HP type and an ideal base power backing it up. That's why I can't be bothered training Pokemon myself, and one of the reasons why I use shoddy.

You can use Swampert instead of Celebi. It can deal with Mamoswine and does provide Stealth Rock support. However, it lacks the Thunderwave support, and more importantly, you'll need to have a move to deal with Gyarados. HP Electric works, and whilst it is recommended, we all know the problem of obtaining it.
The one way around this is to use physical Swampert. Use Earthquake, Stone Edge and Waterfall. Stone Edge will 2HKO BulkyGyara with SR support. Impish variants are harder. They will be 3HKOed by Stone Edge without Intimidate, so they can't outstall you with Rest if Stone Edge doesn't miss. Waterfall will 2HKO Mamoswine.

You could alternatively try obtaining Celebi off Smogon's Wifi, or use Tangrowth. However, Tangrowth cannot Stealth Rock, so you'll need to change your team to include that move.
 
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