Here is my team as it stands now:
DONPHAN w/ Leftovers
Ability - Sturdy
Nature - Adamant
EVs - 252 Hp, 252 Att, 4 Def
Earthquake - Good overall move
Rapid Spin - For getting rid of entry hazards
Stealth Rock - I use this first move every game because of sturdy i can take any hit no matter what
Ice Shard - Priority move, just a good idea
(Im using Offensive Rapid Spin set)
I begin with Donphan and use SR on the first turn to guarantee they get up, and if they have already hit my donphan and he has 1 hp, then i will use ice shard to get some damage before letting him die. This happens a lot, as Donphan has a wide range of weakenesses, including most special attacks and ghost types.
Toxicroak w/ Leftovers
Ability - Dry Skin
Nature - Adamant
EVs - 244 Hp, 252 Att, 12 Def
Bulk Up - To setup
Drain Punch - overall good move
Substitute - good to setup or defend myself
Sucker Punch - good for finishing off a faster poke or last move before being ko'ed
(Im using Bulk Up set)
Once any enemy threats are out of the way, toxicroak can come in, setup, and sweep with drain punch and sucker punch, but it can also take decent damage using subs. One problem with this is skarmory, it ruins sweeps and can OHKO with one brave bird. Im not using taunt, so i cannot stop it from DD and then taking me out and possibly sweeping my team.
Ferrothorn w/ Leftovers
Ability - Iron Barbs
Nature - Relaxed
EVs - 252 Hp, 88 Def, 168 SpDef
IVs - 0 Speed IVs for max dam gyro ball
Spikes - good entry hazard damage
Leech Seed - for water types and to recover some health
Protect - good for stalling
gyro ball - good hard hitting move
(Im using Standard set)
I like this ferrothorn because he can take grass attacks until the end of time. He can also set out spikes while the opponent switch to a fire type poke to take it out. Usually if the opponent has a wall up against my ferrothorn, i set up all 3 layers of spikes and then proceed to gyro ball their team to death which packs a punch because of STAB and 0 Speed EVs or IVs.
Jirachi w/ Leftovers
Ability - Serene Grace
Nature - Careful
EVs - 252 Hp, 224 SpDef, 32 Speed
Body Slam - use to get para hax or for neutral dam
Iron Head - use with body slam for para/flinch hax combo
Wish - good support move
Fire Punch - For decent damage on grass types or other steel pokes
(Im using Specially Defensive set)
Jirachi is a tank for taking special hits, unless they are fire or electric. This thing can sponge up pretty much anything that comes at it. I also use it offensively with body slam until they are paralyzed, and then i am faster so i iron head flinch hax them to death, which works quite nicely. Huge problem with fire/electric pokes.
Jellicent w/ Leftovers
Ability - Cursed Body
Nature - Bold
EVs - 248 Hp, 216 Def, 44 Speed
Scald - try to get burn hax plus good water move
Toxic - always helpful for walls
Recover - to stall
Ice Beam - good for dragons
(Im using Utility Counter set)
Defensive tank. I use this to stop fighting moves in their tracks, especially high jump kicks who ko themselves on this poke. this can also take fire hits for a while and brush it off, the recover and leftovers help me keep this poke alive for a while, assuming that the enemys fighting poke doesnt also have a dark move. A STAB special dark move from pretty much any poke will OHKO or 2HKO this thing with ease, and i don't really have anything that can take a strong dark move.
Skarmory w/ Leftovers
Ability - Sturdy
Nature - Impish
EVs - 252 Hp, 232 Def, 24 Speed
Roost - healing
Whirlwind - to switch out threatening enemies
brave bird - good stab attack
spikes - to help setup entry hazards
(Im using physically defensive set)
Skarmory was kind of a last minute addition to my team, he doesnt really fit but i thought he would be a good idea for whirlwinding out a threat and then STAB brave birding for a ton of damage. He hasnt really worked out for me, and any electric type can take him out with no problems at all.
A big problem on my team is that i only have 1 poke to defend against certain types, and when it goes down, consider me swept. If my jellicent goes down, a Blaziken or Infernape could easily set a swords dance or two and sweep for days. If my donphan goes down, an electric pokemon would have too hard a time from taking out most of the rest of the team.
Any suggestions on changing pokemon, movesets, items, nature, EVs or just advice on how to use this team a little better would be greatly appreciated.
DONPHAN w/ Leftovers
Ability - Sturdy
Nature - Adamant
EVs - 252 Hp, 252 Att, 4 Def
Earthquake - Good overall move
Rapid Spin - For getting rid of entry hazards
Stealth Rock - I use this first move every game because of sturdy i can take any hit no matter what
Ice Shard - Priority move, just a good idea
(Im using Offensive Rapid Spin set)
I begin with Donphan and use SR on the first turn to guarantee they get up, and if they have already hit my donphan and he has 1 hp, then i will use ice shard to get some damage before letting him die. This happens a lot, as Donphan has a wide range of weakenesses, including most special attacks and ghost types.
Toxicroak w/ Leftovers
Ability - Dry Skin
Nature - Adamant
EVs - 244 Hp, 252 Att, 12 Def
Bulk Up - To setup
Drain Punch - overall good move
Substitute - good to setup or defend myself
Sucker Punch - good for finishing off a faster poke or last move before being ko'ed
(Im using Bulk Up set)
Once any enemy threats are out of the way, toxicroak can come in, setup, and sweep with drain punch and sucker punch, but it can also take decent damage using subs. One problem with this is skarmory, it ruins sweeps and can OHKO with one brave bird. Im not using taunt, so i cannot stop it from DD and then taking me out and possibly sweeping my team.
Ferrothorn w/ Leftovers
Ability - Iron Barbs
Nature - Relaxed
EVs - 252 Hp, 88 Def, 168 SpDef
IVs - 0 Speed IVs for max dam gyro ball
Spikes - good entry hazard damage
Leech Seed - for water types and to recover some health
Protect - good for stalling
gyro ball - good hard hitting move
(Im using Standard set)
I like this ferrothorn because he can take grass attacks until the end of time. He can also set out spikes while the opponent switch to a fire type poke to take it out. Usually if the opponent has a wall up against my ferrothorn, i set up all 3 layers of spikes and then proceed to gyro ball their team to death which packs a punch because of STAB and 0 Speed EVs or IVs.
Jirachi w/ Leftovers
Ability - Serene Grace
Nature - Careful
EVs - 252 Hp, 224 SpDef, 32 Speed
Body Slam - use to get para hax or for neutral dam
Iron Head - use with body slam for para/flinch hax combo
Wish - good support move
Fire Punch - For decent damage on grass types or other steel pokes
(Im using Specially Defensive set)
Jirachi is a tank for taking special hits, unless they are fire or electric. This thing can sponge up pretty much anything that comes at it. I also use it offensively with body slam until they are paralyzed, and then i am faster so i iron head flinch hax them to death, which works quite nicely. Huge problem with fire/electric pokes.
Jellicent w/ Leftovers
Ability - Cursed Body
Nature - Bold
EVs - 248 Hp, 216 Def, 44 Speed
Scald - try to get burn hax plus good water move
Toxic - always helpful for walls
Recover - to stall
Ice Beam - good for dragons
(Im using Utility Counter set)
Defensive tank. I use this to stop fighting moves in their tracks, especially high jump kicks who ko themselves on this poke. this can also take fire hits for a while and brush it off, the recover and leftovers help me keep this poke alive for a while, assuming that the enemys fighting poke doesnt also have a dark move. A STAB special dark move from pretty much any poke will OHKO or 2HKO this thing with ease, and i don't really have anything that can take a strong dark move.
Skarmory w/ Leftovers
Ability - Sturdy
Nature - Impish
EVs - 252 Hp, 232 Def, 24 Speed
Roost - healing
Whirlwind - to switch out threatening enemies
brave bird - good stab attack
spikes - to help setup entry hazards
(Im using physically defensive set)
Skarmory was kind of a last minute addition to my team, he doesnt really fit but i thought he would be a good idea for whirlwinding out a threat and then STAB brave birding for a ton of damage. He hasnt really worked out for me, and any electric type can take him out with no problems at all.
A big problem on my team is that i only have 1 poke to defend against certain types, and when it goes down, consider me swept. If my jellicent goes down, a Blaziken or Infernape could easily set a swords dance or two and sweep for days. If my donphan goes down, an electric pokemon would have too hard a time from taking out most of the rest of the team.
Any suggestions on changing pokemon, movesets, items, nature, EVs or just advice on how to use this team a little better would be greatly appreciated.