Hello, I'm new to battling and team building so I was hoping I could get some advice.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 44 SpA / 212 SpD
Calm Nature
- Rest
- Sleep Talk
- Flamethrower
- Earth Power
While lurking in the forums, I kept seeing people defending Mega-Camerupt, whom I thought was garbage due to his speed. Eventually, I decided to try him out and enjoyed using him enough to try to create a team with a lot of support for him. I use him as an offensive piovt tank (I think that's what people call him); he switches in on a rotom, weezing, or grass-type and then procedes to drop bombs on the switch. I use a rest talk set to recover health after tanking 1 or 2 hits or heal from a toxic. The special defense is for tanking special attacks better when switching in pre-mega. I forgot who, but someone in the NU forums made this set, not me, so I don't actually know what baselines he tried to tank or break.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Will-O-Wisp
- Trick
I chose rotom because I needed a revenge killer. He is pretty good, I also use him to wisp incoming grounds/physical attackers. It doesn't happen to often, but he is the main reason I can take out lanturn without any risky reads. I trick scarf onto lanturn, who then has to choose between water move/volt switch and be completely useless against other team members immune to those moves.
Rhydon @ Eviolite
Ability: Lightningrod
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Blast
- Megahorn
I originally chose rhydon to act as a hazard setter, but I eventually settled on this set because I ran into a lot of teams where I felt it was a liability. EQ is an obvious stab move, but I chose rock blast to take out sash leads/archeops. I don't use swords dance too often but it is useful for taking out M-Audino. I wanted to use megahorn to take out grass switch ins, but I think it is far more useful in taking out malamar/musharna/uxie and other psychic/dark types who think they can switch in for free. I have been thinking about either switching rhydon out for klinkang but I haven't put too much thought into it. If I am keeping him, I will switch out swords dance for stealth rock.
Cacturne @ Focus Sash
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Sucker Punch
- Drain Punch
Water absorb was the main reason I chose cacturne. I wanted him to switch in to water types trying to ko camerupt. Due to opposing coverage moves, it doesn't really work out that way but he still gets a lot of work done. He is a useful stop to most set up sweepers and a decent revenge killer with sucker punch. However, I think I should switch him out because of Mega glalie terrorizing this team. He can only take about 70~% from mega glalie before he is picked off by ice shard.
Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Dazzling Gleam
- Psyshock
- Energy Ball
- Healing Wish
I needed a pangoro killer, so I thought using a psychic type as a lure to hit pangoro on the switch would be brilliant. It worked just as planned, but I noticed that camerupt often needed help with seismitoad and had his life chipped away often so I added energy ball and healing wish to provide more support for him.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic
I originally had seismitoad here but eventually I switched due to ludicolo with ice beam wrecking half my team. I was hesitant about switching to mantine because I disn't see a lot of good things while lurking, but I eventually did due to the defensive synergy it had with camerupt. It could take most of what is aimed at camerupt with ease (except rock moves), and provided defog support for my team. I often use it to switch into ice type coverage moves from pokemon like ludicolo, which it can take on fairly well. The toxic is nice for weakening switch ins that camerupt can't deal with (seismitoad, lanturn) as well as taking out defensive things like dusclops and audinos without heal bell. Despite all that, I think it would be best if I take it out because of mega glalie using it as a free switch in.
Problems I noticed with this team
-Mega Glalie
It wrecks my teams and I have no idea how to stop it without resorting to hariyama. While a good mon, I don't think it provides a lot of synergy or support for my team.
-Mega Audino
Mega Audino's bulk and movesets give me a lot of trouble. My special attackers are near useless against wishtect, while status isn't an issue for those with heal bell. Cacturne being weak to fairy attacls is also a pain, leaving rhydon as the only mon who can go against it successfully. However, it doesn't really get the kill unless it has swords dance up, which is why I am thinking of switching over to klinklang because after 1 shift gear it can take out both mega glalie and mega audino.
-Strong Ice type moves
Kind of continuing on from the previous point, I noticed that I have problems taking hits from ice pokemon like cryoganol, aurorus, and glaceon. I don't have any good switch ins for these mons, so they generally take 30-40% hp from my camerupt, who I often need for another threat. Rest and healing wish kind of lessen his burden, but it is still worrying.
-Lanturn (and Raichu to a lesser extent)
While rotom can be used to make dealing with pokemon with water/electric coverage easier, it is not consistent enough for me to be completely satisfied.
-Magmortar
His coverage is insane and I don't really know how to deal with him except wearing him down with rotom or using cacturne to pick him off with sucker punch.
Any and all advice is appreciated; thank you for reading.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 44 SpA / 212 SpD
Calm Nature
- Rest
- Sleep Talk
- Flamethrower
- Earth Power
While lurking in the forums, I kept seeing people defending Mega-Camerupt, whom I thought was garbage due to his speed. Eventually, I decided to try him out and enjoyed using him enough to try to create a team with a lot of support for him. I use him as an offensive piovt tank (I think that's what people call him); he switches in on a rotom, weezing, or grass-type and then procedes to drop bombs on the switch. I use a rest talk set to recover health after tanking 1 or 2 hits or heal from a toxic. The special defense is for tanking special attacks better when switching in pre-mega. I forgot who, but someone in the NU forums made this set, not me, so I don't actually know what baselines he tried to tank or break.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Will-O-Wisp
- Trick
I chose rotom because I needed a revenge killer. He is pretty good, I also use him to wisp incoming grounds/physical attackers. It doesn't happen to often, but he is the main reason I can take out lanturn without any risky reads. I trick scarf onto lanturn, who then has to choose between water move/volt switch and be completely useless against other team members immune to those moves.
Rhydon @ Eviolite
Ability: Lightningrod
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Blast
- Megahorn
I originally chose rhydon to act as a hazard setter, but I eventually settled on this set because I ran into a lot of teams where I felt it was a liability. EQ is an obvious stab move, but I chose rock blast to take out sash leads/archeops. I don't use swords dance too often but it is useful for taking out M-Audino. I wanted to use megahorn to take out grass switch ins, but I think it is far more useful in taking out malamar/musharna/uxie and other psychic/dark types who think they can switch in for free. I have been thinking about either switching rhydon out for klinkang but I haven't put too much thought into it. If I am keeping him, I will switch out swords dance for stealth rock.
Cacturne @ Focus Sash
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Sucker Punch
- Drain Punch
Water absorb was the main reason I chose cacturne. I wanted him to switch in to water types trying to ko camerupt. Due to opposing coverage moves, it doesn't really work out that way but he still gets a lot of work done. He is a useful stop to most set up sweepers and a decent revenge killer with sucker punch. However, I think I should switch him out because of Mega glalie terrorizing this team. He can only take about 70~% from mega glalie before he is picked off by ice shard.
Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Dazzling Gleam
- Psyshock
- Energy Ball
- Healing Wish
I needed a pangoro killer, so I thought using a psychic type as a lure to hit pangoro on the switch would be brilliant. It worked just as planned, but I noticed that camerupt often needed help with seismitoad and had his life chipped away often so I added energy ball and healing wish to provide more support for him.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic
I originally had seismitoad here but eventually I switched due to ludicolo with ice beam wrecking half my team. I was hesitant about switching to mantine because I disn't see a lot of good things while lurking, but I eventually did due to the defensive synergy it had with camerupt. It could take most of what is aimed at camerupt with ease (except rock moves), and provided defog support for my team. I often use it to switch into ice type coverage moves from pokemon like ludicolo, which it can take on fairly well. The toxic is nice for weakening switch ins that camerupt can't deal with (seismitoad, lanturn) as well as taking out defensive things like dusclops and audinos without heal bell. Despite all that, I think it would be best if I take it out because of mega glalie using it as a free switch in.
Problems I noticed with this team
-Mega Glalie
It wrecks my teams and I have no idea how to stop it without resorting to hariyama. While a good mon, I don't think it provides a lot of synergy or support for my team.
-Mega Audino
Mega Audino's bulk and movesets give me a lot of trouble. My special attackers are near useless against wishtect, while status isn't an issue for those with heal bell. Cacturne being weak to fairy attacls is also a pain, leaving rhydon as the only mon who can go against it successfully. However, it doesn't really get the kill unless it has swords dance up, which is why I am thinking of switching over to klinklang because after 1 shift gear it can take out both mega glalie and mega audino.
-Strong Ice type moves
Kind of continuing on from the previous point, I noticed that I have problems taking hits from ice pokemon like cryoganol, aurorus, and glaceon. I don't have any good switch ins for these mons, so they generally take 30-40% hp from my camerupt, who I often need for another threat. Rest and healing wish kind of lessen his burden, but it is still worrying.
-Lanturn (and Raichu to a lesser extent)
While rotom can be used to make dealing with pokemon with water/electric coverage easier, it is not consistent enough for me to be completely satisfied.
-Magmortar
His coverage is insane and I don't really know how to deal with him except wearing him down with rotom or using cacturne to pick him off with sucker punch.
Any and all advice is appreciated; thank you for reading.