Hey. I’m pretty new to competitive battling here. I have played every generation since RBY but never really competitive, except for the occasional linked battle con amigos I’ve been playing around on Shoddy for the past week or so and I’m maybe winning about a half of my matches so I think I could really use some constructive criticism on my team. I suppose it’s a balanced offensive team, or at least that’s what I’m going for…
Here we go:
Starting off:
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 236 Atk / 12 Def / 8 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Bullet Punch
- Explosion
- Stealth Rock
This is the standard lead Metagross variant. His main purpose for me is to lay down the rocks but his offensive capabilities have helped me many times. Earthquake is there to scare off the Heatrans and Infernapes that he may be up against. Combine that with the Occa Berry for fire resist I’d say he does a pretty good job. I like the priority of Bullet punch in there and it has allowed me get the first hit in before the Ninjasks (not sure how common those actually are) set up their substitute. It has helped me with Breloom once or twice as well and the super effective-ness against Aerodactyl is invaluable. And the Explosion is there for the obvious suicide benefits.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Fire Punch
- Stone Edge
- Swords Dance
This is the standard Swords Dance Infernape. It proves to be a good wall breaker and when I get the chance to switch it in on a wall and get a SD off it’s definitely a force to be reckoned with. It seems to do its job fairly well though I tend not to get a SD off as much as I’d like to. Not a whole lot of problems with this set, it works well.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 84 Atk / 208 Spd / 216 SAtk
Mild nature (+SAtk, -Def)
- Roost
- Brick Break
- Draco Meteor
- Earthquake
I switch this guy in whenever I sense an oncoming EQ, which is exactly why I think I could go for another flyer / levitator (fixed with Rotom-C). I usually bring him in too early on in the game for my liking. Draco Meteor is my go to attack in this set as it’s powerful enough to hurt most anything. Brick Break is there for the special walls and EQ for those that switch in resistant Steel types. Roost helps with the Life Orb damage. I ran the DD set on this for a while and I’ve been contemplating reverting back to that.
Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Extremespeed
- Swords Dance
- Crunch
Eerily similar to my Infernape. I love the priority move on this guy though and Crunch has gotten me out of a bind more than once when faced with a Starmie. He’s a good backup wall breaker as well as a revenge killer, especially when the opponent is low on HP. Since he’s so similar to Infernape I have considered switching him with another, probably dark, poke like Tyranitar, though I’m not sure how well his sandstorm would jive with my team.
Rotom-c @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Leaf Storm
- Thunderbolt
- Trick
I initially had Mamoswine in this spot but decided that he had to go after he did a pretty good job of contributing nothing to my team. I chose the Rotom-C for the obvious advantages in typing and resistances/immunities. My team appears to be fairly weak to ground type moves so I needed someone to switch in when I felt such a move was imminent. Initially I was running one of the WoW variants on this and I switched when I questioned its usefulness. This set has been working amazingly and has a tendency of knocking out two per match. It provides good type coverage and works very well as a revenge killer with the Scarf boost . It’s an amazing counter to Gyarados and Swampert, as well as Gengar if I can lure him in.
And Finally the Wall…
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def /80 SAtk / 176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Wish
- Protect
- Ice Beam
Pretty self explanatory; I try to get toxic off when I can and wish / protect to wall and stall. The ice beam is there just to have an attack; I’d be willing to change that out if I had to though it proves useful when I’m able to get one off against a Flygon. Also, it’s the only Ice type attack that I have which I’m sure is something that needs to change, but it’s been working well enough.
That’s it with my team. I’m getting better at knowing what to use and when but I still find myself making stupid mistakes (like forgetting who has what move,) but I’m still far from good. I seem to have a lot of EQ weaknesses (3 super effectives) that seem to get me in trouble and I can’t ever seem to fight off a Gengar without losing more than I would like. My team obviously needs some work and I am sure there are glaring holes all over the place.
Thanks and I appreciate any feedback you could give
-Pokemon art by Arkeis and the animated icons were found on pe2k.com and serebii.net-
Here we go:






Starting off:

Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 236 Atk / 12 Def / 8 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Bullet Punch
- Explosion
- Stealth Rock
This is the standard lead Metagross variant. His main purpose for me is to lay down the rocks but his offensive capabilities have helped me many times. Earthquake is there to scare off the Heatrans and Infernapes that he may be up against. Combine that with the Occa Berry for fire resist I’d say he does a pretty good job. I like the priority of Bullet punch in there and it has allowed me get the first hit in before the Ninjasks (not sure how common those actually are) set up their substitute. It has helped me with Breloom once or twice as well and the super effective-ness against Aerodactyl is invaluable. And the Explosion is there for the obvious suicide benefits.

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Fire Punch
- Stone Edge
- Swords Dance
This is the standard Swords Dance Infernape. It proves to be a good wall breaker and when I get the chance to switch it in on a wall and get a SD off it’s definitely a force to be reckoned with. It seems to do its job fairly well though I tend not to get a SD off as much as I’d like to. Not a whole lot of problems with this set, it works well.

Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 84 Atk / 208 Spd / 216 SAtk
Mild nature (+SAtk, -Def)
- Roost
- Brick Break
- Draco Meteor
- Earthquake
I switch this guy in whenever I sense an oncoming EQ, which is exactly why I think I could go for another flyer / levitator (fixed with Rotom-C). I usually bring him in too early on in the game for my liking. Draco Meteor is my go to attack in this set as it’s powerful enough to hurt most anything. Brick Break is there for the special walls and EQ for those that switch in resistant Steel types. Roost helps with the Life Orb damage. I ran the DD set on this for a while and I’ve been contemplating reverting back to that.

Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Extremespeed
- Swords Dance
- Crunch
Eerily similar to my Infernape. I love the priority move on this guy though and Crunch has gotten me out of a bind more than once when faced with a Starmie. He’s a good backup wall breaker as well as a revenge killer, especially when the opponent is low on HP. Since he’s so similar to Infernape I have considered switching him with another, probably dark, poke like Tyranitar, though I’m not sure how well his sandstorm would jive with my team.

Rotom-c @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Leaf Storm
- Thunderbolt
- Trick
I initially had Mamoswine in this spot but decided that he had to go after he did a pretty good job of contributing nothing to my team. I chose the Rotom-C for the obvious advantages in typing and resistances/immunities. My team appears to be fairly weak to ground type moves so I needed someone to switch in when I felt such a move was imminent. Initially I was running one of the WoW variants on this and I switched when I questioned its usefulness. This set has been working amazingly and has a tendency of knocking out two per match. It provides good type coverage and works very well as a revenge killer with the Scarf boost . It’s an amazing counter to Gyarados and Swampert, as well as Gengar if I can lure him in.
And Finally the Wall…

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def /80 SAtk / 176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Wish
- Protect
- Ice Beam
Pretty self explanatory; I try to get toxic off when I can and wish / protect to wall and stall. The ice beam is there just to have an attack; I’d be willing to change that out if I had to though it proves useful when I’m able to get one off against a Flygon. Also, it’s the only Ice type attack that I have which I’m sure is something that needs to change, but it’s been working well enough.
That’s it with my team. I’m getting better at knowing what to use and when but I still find myself making stupid mistakes (like forgetting who has what move,) but I’m still far from good. I seem to have a lot of EQ weaknesses (3 super effectives) that seem to get me in trouble and I can’t ever seem to fight off a Gengar without losing more than I would like. My team obviously needs some work and I am sure there are glaring holes all over the place.
Thanks and I appreciate any feedback you could give
-Pokemon art by Arkeis and the animated icons were found on pe2k.com and serebii.net-