Hi people! I'm kinda new to the competitive battling scene, and was hoping to get a bit of advice about my team.
I've been using this team in Shoddy Battle for the past three weeks or so, and have been tweaking it and adjusting it to fit threats as they appear.
Without further ado, take it away, my lead:
METAGROSS: Adamant Nature
252 HP/252 Atk/4 Speed
Ability: Clear Body
Item: Liechi Berry (Raises attack in a pinch)
• Bullet Punch
• Earthquake
• Stealth Rock
• Explosion
Ah, the classic lead Metagross.
After setting up SR, I do as much damage as possible before exploding away.
If I think I can 1HKO or 2HKO the opposing lead, or if I predict a taunt, I will forgo SR and go straight to attacking.
Originally, I used an Focus Sash, but Metagross is too bulky to be easily OHKO'd, especially if I can predict an incoming ground/fire type move.
I considered the Lum Berry after battling a few leads with hypnosis and spore, but ditched it after adding Blissey to my team.
Finally, I decided on the Liechi Berry to add a slight boost to an explosion or final bullet punch, allowing Metagross to dish out more punishment before he goes down.
INFERNAPE: Lonely Nature
252 Atk/196 Speed/60 Sp. Atk.
Ability: Blaze
Item: Life Orb
• Close Combat
• Earthquake
• Mach Punch
• Overheat
A mixed-attacking chimp, all-out-attacker.
Infernape has gone through a number of changes since I first added him.
This set allows me to punch through walls such as Blissey or Skarmory.
I can also switch in on a choice-locked heatran, absorb the fire-type move, and then wreak havoc.
Common checks to Infernape include levitating ghosts, like Rotom or Gengar.
DUSKNOIR: Adamant Nature
252 HP/252 Atk/4 Speed
Ability: Pressure
Item: Leftovers
• Substitute
• Earthquake
• Sucker Punch
• Focus Punch
A Subpunching, spin-blocking tank.
I added Dusknoir because I desperately needed a ghost type to counteract the two normal types on my team, and immediately fell in love with it's ability to tank.
After throwing up a sub, I can focus punch and tear through walls.
After a successful subpunch KO, Dusknoir is a lure for ghosts like Gengar and Rotom. If I predict properly, I can sucker punch the spooks into oblivion.
I used to have Shadow Sneak on here, but found it redundant with Sucker Punch. On a hunch, I added Earthquake, and found it to be invaluable against pokes like Heatran, Electivire, Jolteon, Metagross, and Jirachi.
The four speed IVs are so I can outspeed other Dusknoir and beat their shadow sneaks with my sucker punch.
BLISSEY: Calm Nature.
252 HP/252 Sp Def/4 Speed.
Ability: Natural Cure
Item: Leftovers
• Toxic
• Protect
• Wish
• Heal Bell
A toxic stall cleric. Counters Skarmory's low special defense.
I added Blissey to keep the rest of my team healthy and status-free.
With Blissey, I can easily absorb any special attack and shut down most tanks. (Especially bulky water-types, which the rest of my team struggles with) Despite this, Blissey is complete taunt-bait.
I considered adding Seismic Toss, but I haven't got a slot for it.
I will usually use protect to scout for taunt, if the need arises.
Once again, the 4 speed EVs are so I can outspeed other Blissey.
(Blissey vs Blissey battles tend to be incredibly long heal-fests, trust me)
SKARMORY: Impish Nature
252 HP/252 Defense/4 Sp Def.
Ability: Sturdy
Item: Leftovers
• Brave Bird
• Roost
• Spikes
• Whirlwind
A physical wall, spiker, and shuffler. Added to counter Blissey's low defense and Metagross/Infernape's ground type weakness.
Originally, this was Hippowdon's job. I swapped over to Skarmory because I found a flying-type easier to switch in.
After setting up as many spikes as possible, I use whirlwind to repeatedly drag opposing pokemon over the entry hazards. If Metagross has successfully set up stealth rock, I can usually rack up quite a lot of damage, weakening an entire team.
I originally had protect, to scout and to recover slight amounts of health.
I swapped with Brave Bird to counter Breloom and Machamp and to keep from being complete taunt-bait.
PORYGON-Z: Modest Nature
252 Speed/252 Sp Atk/4 Def
Ability: Adaptability
Item: Choice Specs
• Tri Attack
• Dark Pulse
• Ice Beam
• Hidden Power Ground
Frail, but powerful special sweeper.
I swapped in Porygon-Z for a SubPunch Tyranitar very early on, when I found my team lacked solid special attacks. I was getting swept by anything with good defense or Reflect, especially Curselax.
This little Pokémon is probably the most fragile poke on my team, but makes up for it's frailty with pure, untouchable power.
With Porygon-Z, I can cut through physical walls and tanks like a hot knife through butter. Admittedly, the hot knife is also made of vaguely sharp butter, but it cuts nonetheless.
With some prediction and scouting (Thanks, Skarmory) I can use Dark Pulse on incoming ghost types to OHKO.
The HP ground is to counter Magnezone, among others.
Some solutions to common problems:
Spore-Breloom: Let it put a poke to sleep, swap in Skarmory, and proceed to use Brave Bird to destroy the punching-mushroom. Skarmory can take a focus punch, and doubly resists seed bomb. Blissey can use heal bell, if she gets a chance, to awaken the slumbering teammate.
Baton-Passing-Lead-Ninjask: Use bullet punch to damage it, set up SR on the switch to KO it when it returns. Explode to seriously injure whatever switches in. Use Dusknoir to spinblock.
Bulky-Waters: Say hello to my little friend, Blissey. In all seriousness, Blissey has torn apart Vaporeon, Milotic, Swampert, and the Slow-cousins a few dozen times.
Well, that's my team. It's evolved quite a bit, and I look forward to hearing suggestions that can help it improve further. Thank you for your time :)
I've been using this team in Shoddy Battle for the past three weeks or so, and have been tweaking it and adjusting it to fit threats as they appear.
Without further ado, take it away, my lead:
METAGROSS: Adamant Nature
252 HP/252 Atk/4 Speed
Ability: Clear Body
Item: Liechi Berry (Raises attack in a pinch)
• Bullet Punch
• Earthquake
• Stealth Rock
• Explosion
Ah, the classic lead Metagross.
After setting up SR, I do as much damage as possible before exploding away.
If I think I can 1HKO or 2HKO the opposing lead, or if I predict a taunt, I will forgo SR and go straight to attacking.
Originally, I used an Focus Sash, but Metagross is too bulky to be easily OHKO'd, especially if I can predict an incoming ground/fire type move.
I considered the Lum Berry after battling a few leads with hypnosis and spore, but ditched it after adding Blissey to my team.
Finally, I decided on the Liechi Berry to add a slight boost to an explosion or final bullet punch, allowing Metagross to dish out more punishment before he goes down.
INFERNAPE: Lonely Nature
252 Atk/196 Speed/60 Sp. Atk.
Ability: Blaze
Item: Life Orb
• Close Combat
• Earthquake
• Mach Punch
• Overheat
A mixed-attacking chimp, all-out-attacker.
Infernape has gone through a number of changes since I first added him.
This set allows me to punch through walls such as Blissey or Skarmory.
I can also switch in on a choice-locked heatran, absorb the fire-type move, and then wreak havoc.
Common checks to Infernape include levitating ghosts, like Rotom or Gengar.
DUSKNOIR: Adamant Nature
252 HP/252 Atk/4 Speed
Ability: Pressure
Item: Leftovers
• Substitute
• Earthquake
• Sucker Punch
• Focus Punch
A Subpunching, spin-blocking tank.
I added Dusknoir because I desperately needed a ghost type to counteract the two normal types on my team, and immediately fell in love with it's ability to tank.
After throwing up a sub, I can focus punch and tear through walls.
After a successful subpunch KO, Dusknoir is a lure for ghosts like Gengar and Rotom. If I predict properly, I can sucker punch the spooks into oblivion.
I used to have Shadow Sneak on here, but found it redundant with Sucker Punch. On a hunch, I added Earthquake, and found it to be invaluable against pokes like Heatran, Electivire, Jolteon, Metagross, and Jirachi.
The four speed IVs are so I can outspeed other Dusknoir and beat their shadow sneaks with my sucker punch.
BLISSEY: Calm Nature.
252 HP/252 Sp Def/4 Speed.
Ability: Natural Cure
Item: Leftovers
• Toxic
• Protect
• Wish
• Heal Bell
A toxic stall cleric. Counters Skarmory's low special defense.
I added Blissey to keep the rest of my team healthy and status-free.
With Blissey, I can easily absorb any special attack and shut down most tanks. (Especially bulky water-types, which the rest of my team struggles with) Despite this, Blissey is complete taunt-bait.
I considered adding Seismic Toss, but I haven't got a slot for it.
I will usually use protect to scout for taunt, if the need arises.
Once again, the 4 speed EVs are so I can outspeed other Blissey.
(Blissey vs Blissey battles tend to be incredibly long heal-fests, trust me)
SKARMORY: Impish Nature
252 HP/252 Defense/4 Sp Def.
Ability: Sturdy
Item: Leftovers
• Brave Bird
• Roost
• Spikes
• Whirlwind
A physical wall, spiker, and shuffler. Added to counter Blissey's low defense and Metagross/Infernape's ground type weakness.
Originally, this was Hippowdon's job. I swapped over to Skarmory because I found a flying-type easier to switch in.
After setting up as many spikes as possible, I use whirlwind to repeatedly drag opposing pokemon over the entry hazards. If Metagross has successfully set up stealth rock, I can usually rack up quite a lot of damage, weakening an entire team.
I originally had protect, to scout and to recover slight amounts of health.
I swapped with Brave Bird to counter Breloom and Machamp and to keep from being complete taunt-bait.
PORYGON-Z: Modest Nature
252 Speed/252 Sp Atk/4 Def
Ability: Adaptability
Item: Choice Specs
• Tri Attack
• Dark Pulse
• Ice Beam
• Hidden Power Ground
Frail, but powerful special sweeper.
I swapped in Porygon-Z for a SubPunch Tyranitar very early on, when I found my team lacked solid special attacks. I was getting swept by anything with good defense or Reflect, especially Curselax.
This little Pokémon is probably the most fragile poke on my team, but makes up for it's frailty with pure, untouchable power.
With Porygon-Z, I can cut through physical walls and tanks like a hot knife through butter. Admittedly, the hot knife is also made of vaguely sharp butter, but it cuts nonetheless.
With some prediction and scouting (Thanks, Skarmory) I can use Dark Pulse on incoming ghost types to OHKO.
The HP ground is to counter Magnezone, among others.
Some solutions to common problems:
Spore-Breloom: Let it put a poke to sleep, swap in Skarmory, and proceed to use Brave Bird to destroy the punching-mushroom. Skarmory can take a focus punch, and doubly resists seed bomb. Blissey can use heal bell, if she gets a chance, to awaken the slumbering teammate.
Baton-Passing-Lead-Ninjask: Use bullet punch to damage it, set up SR on the switch to KO it when it returns. Explode to seriously injure whatever switches in. Use Dusknoir to spinblock.
Bulky-Waters: Say hello to my little friend, Blissey. In all seriousness, Blissey has torn apart Vaporeon, Milotic, Swampert, and the Slow-cousins a few dozen times.
Well, that's my team. It's evolved quite a bit, and I look forward to hearing suggestions that can help it improve further. Thank you for your time :)