Hi this is my first RMT so here it goes.
ENDLESS FLOOD
At its core this team is a mono-water team made to conquer the stigmas that are associated with UU water type and non-rain dance water teams, and I have tested it and it accomplishes this goal fairly well through the use of synergy.
Aerodactyl (M) @ Damp Rock
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Hasty nature (+Spd, -Def)
- Rain Dance
- Stealth Rock
- Taunt
- Stone Edge
This is the lead and he is really good at his job. Primarily he is used to set up stealth rock for the entire team, and stop opposing leads in their tracks through the use of taunt, and higher speed. Additionally if he has the chance to use RD he allows the rest of the team to have an easier time of sweeping.
---
Floatzel (M) @ Life Orb
Ability: Swift Swim
EVs: 232 HP/252 Atk/8 Def/16 Spd
Lonely nature (+Atk, -Def)
- Rain Dance
- Waterfall
- Return
- Ice Punch
---
The first physical sweeper of the endless flood. His use of swift swim is not essential, but it allows him to sweep more quickly. Waterfall is the primary move that I use with him, and ice punch allows me to destroy enemy grass types and if RD is up he can do serious damage to Zapdos. Return allows him to deal some damage to other pokemon. Additionally, If I predict a switch well enough I can RD and start another sweep.
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Recover
A standard water type sweeper, he is pretty much your run of the mill starmie, and can put an end to most non-physical walls as I'm sure most people know. I really like him because he is the best special sweeper I have tried and if anyone has a suggestion for another non-legendary water special sweeper I would be willing to try it because I am very open with this team.
---
Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/80 Spd/136 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Surf
- Thunderbolt
- Thunder Wave
- Ice Beam
THE DEFENSIVE CORE OF THE TEAM. He is volt absorb ability is priceless and it stops zapdos, and other electric tipes in their tracks. Additionally, his t-wave stops speedy sweepers in their tracks, and his double stab attacks dominate, especially in rain. I would not replace him because his defenses are really strong, and his ability makes him invaluable. I would be willing to make a change on his EV's if anyone has any ideas.
---
Relicanth (M) @ Choice Band
Ability: Rock Head
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Head Smash
- Waterfall
- Earthquake
- Double-edge
He provides additional bulk in the physical attacking front, and he ends up getting at least 2 kills per battle. His STAB'ed head smash does some serious damage, and allows me to gain the upper hand in most fights.
---
Empoleon (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/160 Def/4 Spd/92 SDef
Calm nature (+SDef, -Atk)
- Surf
- Roar
- Grass Knot
- Ice Beam
The one pokemon on the team that can take grass type attacks. He is the rest of the wall that protects my team, and this penguins roar is occasionally worse than his bite when he forces switches repeatedly after aerodactyl's SR is up.
---
After 25 battles i only lost 4 times, and that was before I brought in empoleon to shore up my grass defense in the place of slowbro.
This team works really well, but its main weakness is grass I really need help sorting out this problem because it is the only real weakness. I have trouble dealing with sceptile and other grass types. One additional problem I have is when I can't set up with Aero.
Please suggest any moveset changes, nature changes, or item changes you want if you think they would help.
(hope I expanded it enough)
Feel Free to Comment and Try it Out!
ENDLESS FLOOD
At its core this team is a mono-water team made to conquer the stigmas that are associated with UU water type and non-rain dance water teams, and I have tested it and it accomplishes this goal fairly well through the use of synergy.
Aerodactyl (M) @ Damp Rock
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Hasty nature (+Spd, -Def)
- Rain Dance
- Stealth Rock
- Taunt
- Stone Edge
This is the lead and he is really good at his job. Primarily he is used to set up stealth rock for the entire team, and stop opposing leads in their tracks through the use of taunt, and higher speed. Additionally if he has the chance to use RD he allows the rest of the team to have an easier time of sweeping.
---
Floatzel (M) @ Life Orb
Ability: Swift Swim
EVs: 232 HP/252 Atk/8 Def/16 Spd
Lonely nature (+Atk, -Def)
- Rain Dance
- Waterfall
- Return
- Ice Punch
---
The first physical sweeper of the endless flood. His use of swift swim is not essential, but it allows him to sweep more quickly. Waterfall is the primary move that I use with him, and ice punch allows me to destroy enemy grass types and if RD is up he can do serious damage to Zapdos. Return allows him to deal some damage to other pokemon. Additionally, If I predict a switch well enough I can RD and start another sweep.
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Recover
A standard water type sweeper, he is pretty much your run of the mill starmie, and can put an end to most non-physical walls as I'm sure most people know. I really like him because he is the best special sweeper I have tried and if anyone has a suggestion for another non-legendary water special sweeper I would be willing to try it because I am very open with this team.
---
Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/80 Spd/136 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Surf
- Thunderbolt
- Thunder Wave
- Ice Beam
THE DEFENSIVE CORE OF THE TEAM. He is volt absorb ability is priceless and it stops zapdos, and other electric tipes in their tracks. Additionally, his t-wave stops speedy sweepers in their tracks, and his double stab attacks dominate, especially in rain. I would not replace him because his defenses are really strong, and his ability makes him invaluable. I would be willing to make a change on his EV's if anyone has any ideas.
---
Relicanth (M) @ Choice Band
Ability: Rock Head
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Head Smash
- Waterfall
- Earthquake
- Double-edge
He provides additional bulk in the physical attacking front, and he ends up getting at least 2 kills per battle. His STAB'ed head smash does some serious damage, and allows me to gain the upper hand in most fights.
---
Empoleon (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/160 Def/4 Spd/92 SDef
Calm nature (+SDef, -Atk)
- Surf
- Roar
- Grass Knot
- Ice Beam
The one pokemon on the team that can take grass type attacks. He is the rest of the wall that protects my team, and this penguins roar is occasionally worse than his bite when he forces switches repeatedly after aerodactyl's SR is up.
---
After 25 battles i only lost 4 times, and that was before I brought in empoleon to shore up my grass defense in the place of slowbro.
This team works really well, but its main weakness is grass I really need help sorting out this problem because it is the only real weakness. I have trouble dealing with sceptile and other grass types. One additional problem I have is when I can't set up with Aero.
Please suggest any moveset changes, nature changes, or item changes you want if you think they would help.
(hope I expanded it enough)
Feel Free to Comment and Try it Out!