So I've recently gotten into an obsession a habit of creating a team that I try to build around a specific Pokémon, and I try to make it so that that specific Pokémon can sweep. Some teams have worked better than others (with my personal best being a team built around Sub-Belly Drum Chesnaught), while others...not so much (*coughCARNIVINEcough*). However, by and far my least effective team out of these is a team I tried making based around a Dugtrio. It just doesn't do very well. So today I ask you, the people of Smogon, to help me improve this thing (just make sure your improvements still include Dugtrio ^_^)
Jiggin' (Dugtrio) (M) @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Facade
- Rock Slide
This is the best I could think of for a Dugtrio sweeper set. I felt like Life Orb was the best thing to give it because as good as a Choice Band could be, there are PLENTY of Flying-types in OU who would laugh at my EQs. These other moves are there just for coverage (with Facade because burns :P ).
Yes, quite (Gorebyss) (M) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 200 Atk / 108 Def / 200 SpD
Careful Nature
- Coil
- Waterfall
- Baton Pass
- Amnesia
Yeah...this one's kinda weird. Since I can't do SmashPass anymore (damn you Baton Pass clause...), I decided to give Gorebyss the other setup moves it got. I decided on Coil and Amnesia, half because I wanted it to live and half because I wanted to give those defense boosts to mister Jiggin'. "Of course," I said to myself when making the team, "there's no point in running a special attack on a Gorebyss with Coil, now is there? Let's give it WATERFALL." An interesting idea, sure, but it's not that helpful when I would be passing them to an already frail Pokémon that would be losing 10% of its health every turn regardless.
NCS Scream (Sableye-Mega) (M) @ Sablenite
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dark Pulse
- Dazzling Gleam
- Recover
Purpose: status blocker / staller. The literal only reason I put this on here is to defend against pesky hazards and status conditions. In hindsight, I should've probably put a spinner on here instead. Whatever. This is a standard Mega Sableye set, so you don't really need me to explain it, now do you?
Silent Bob (Ferrothorn) (M) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Power Whip
- Leech Seed
- Gyro Ball
Again, a pretty standard set, only here to put up rocks and sponge some hits. No further explanation needed.
Believe (Tyranitar) (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Dark Pulse
- Earth Power
- Flamethrower
- Taunt
Yes, that is a special TTar. I think I made it that way because I realized that otherwise my team was entirely physical. Obviously Dark Pulse is there for our STAB option since Tyranitar's selection of special Rock moves (as well as the selection of special Rock moves in general; get on that Gamefreak) is crap. Earth Power is used to hit pesky Heatran that would nom on its other move, Flamethrower (which is there for Ferro of course). As for Taunt, well...I guess I just put it there to stop slow setup mons, as we clearly have no speed EVs. It's not TOO effective, but it could come in handy for (temporarily) shutting down bulky hazard setters and the abomination that is Chansey.
Mainstream (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Defog
- Roost
- Brave Bird
- Poison Fang
This is mainly a defogger, with some extra coverage in there and healing. Poison Fang is there for the lolz of a high toxic poison chance, and Brave Bird is the best physical Flying move it gets. Can we move on now?
So yeah, I'm VERY open to suggestions on this one. I want to make this a much better team, but I feel like I wouldn't be the one to be able to do it. Please let me know what you think of it as is and what I should add!
Jiggin' (Dugtrio) (M) @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Facade
- Rock Slide
This is the best I could think of for a Dugtrio sweeper set. I felt like Life Orb was the best thing to give it because as good as a Choice Band could be, there are PLENTY of Flying-types in OU who would laugh at my EQs. These other moves are there just for coverage (with Facade because burns :P ).
Yes, quite (Gorebyss) (M) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 200 Atk / 108 Def / 200 SpD
Careful Nature
- Coil
- Waterfall
- Baton Pass
- Amnesia
Yeah...this one's kinda weird. Since I can't do SmashPass anymore (damn you Baton Pass clause...), I decided to give Gorebyss the other setup moves it got. I decided on Coil and Amnesia, half because I wanted it to live and half because I wanted to give those defense boosts to mister Jiggin'. "Of course," I said to myself when making the team, "there's no point in running a special attack on a Gorebyss with Coil, now is there? Let's give it WATERFALL." An interesting idea, sure, but it's not that helpful when I would be passing them to an already frail Pokémon that would be losing 10% of its health every turn regardless.
NCS Scream (Sableye-Mega) (M) @ Sablenite
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dark Pulse
- Dazzling Gleam
- Recover
Purpose: status blocker / staller. The literal only reason I put this on here is to defend against pesky hazards and status conditions. In hindsight, I should've probably put a spinner on here instead. Whatever. This is a standard Mega Sableye set, so you don't really need me to explain it, now do you?
Silent Bob (Ferrothorn) (M) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Power Whip
- Leech Seed
- Gyro Ball
Again, a pretty standard set, only here to put up rocks and sponge some hits. No further explanation needed.
Believe (Tyranitar) (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Dark Pulse
- Earth Power
- Flamethrower
- Taunt
Yes, that is a special TTar. I think I made it that way because I realized that otherwise my team was entirely physical. Obviously Dark Pulse is there for our STAB option since Tyranitar's selection of special Rock moves (as well as the selection of special Rock moves in general; get on that Gamefreak) is crap. Earth Power is used to hit pesky Heatran that would nom on its other move, Flamethrower (which is there for Ferro of course). As for Taunt, well...I guess I just put it there to stop slow setup mons, as we clearly have no speed EVs. It's not TOO effective, but it could come in handy for (temporarily) shutting down bulky hazard setters and the abomination that is Chansey.
Mainstream (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Defog
- Roost
- Brave Bird
- Poison Fang
This is mainly a defogger, with some extra coverage in there and healing. Poison Fang is there for the lolz of a high toxic poison chance, and Brave Bird is the best physical Flying move it gets. Can we move on now?
So yeah, I'm VERY open to suggestions on this one. I want to make this a much better team, but I feel like I wouldn't be the one to be able to do it. Please let me know what you think of it as is and what I should add!