Rolling Thunder (nubbish rubbish)

Absolute first team, never done any competitive battling, but I've been working on a team for a while that utilizes hit and run tactics (huge fan of choice items) that depends mostly on resistances and immunities for switches. Hopefully it isn't terrible. I've tried my best to design it so that I have two answers for everything.

Fats the Mamoswine
Focus Sash
252 Attack/ 252 Speed/ 4 HP Jolly natured

Stealth Rock
Earthquake
Ice Shard
Protect

Mamoswine is here for the obligatory stealth rock, it makes for a good dragon check (even if they get a dragon dance in/use choice scarf. It also eats thunder attacks, which most of my team is at least neutral to. Also makes a good dent in a T-Tar with Babiri berry (which could potentially withstand a CB Bullet Punch). The priority also gives it a chance against trick room teams, as it's unlikely to outspeed a purposely slow team, and complements Scizor's coverage somewhat. Protect is for scouting because, while powerful, mamoswine needs to tread carefully.

Wendy the Starmie
Expert Belt
252 Special Attack/ 252 Speed/ 4 Defense/ Modest Natured

Thunderbolt
Ice Beam
Surf
Rapid Spin

It functions mostly as a Swiss-army knife of counters. You can switch it in on a Gyarados who will either attack it or Dragon Dance on the switch. You can then thunderbolt and if Gyarados attacks, you can bring in ScarfGar and if it doesn't, it's wasted. It can outspeed Neutral natured dragons before a speed boost (maybe positive natured too? not sure) and get an ice beam in. It eats fire attacks and shoots them back and can take fighting attacks as well. It has rapid spin, but isn't meant to be constantly spinning away entry hazards, only really when it proves to be a serious problem (as in stall teams). It's also too light for grass knot to one shot it. When played smart, it'll get at least one kill.

Sebastion the Scizor
Choice Band
252 HP/ 252 Attack/ 4 Special Defense/ Adamant

Pursuit
Bullet Punch
U-Turn
Superpower

Scizor is a pretty great guy. I know, "he needs more speed". I really don't think so, he's mostly coming in to scout, trap, or revenge kill and I don't see speed being all that necessary in the team I have. Superpower hits a lot neutrally and scizor is purposefully slow in the event of a trick room team (rare, but I'd like to be prepared). There really isn't much to say, I think people really understand scizor by now.

Simon the Infernape
Life Orb
252 Special Attack/ 252 Speed/ Naive Natured

Hidden Power Ice
Grass Knot
Fire Blast
Close Combat

Infernape is amazing at punching holes in the opposing team. An infernape freed in a world without other fire types and fighting types (which it can only do mediocre neutral damage to) is a frightening one indeed. I bring it in when I feel it can kill and after something has died and he makes routine appearances as the situation comes up. If he's afraid of being prioritied with a neutral or better attack or outspeed, I switch to the appropriate counter.

Mugsy the Flygon
Choice Scarf
252 Attack/ 252 Speed/ 4 Special Defense/ Adamant Natured

Outrage
Earthquake
U-Turn
Stone Edge

One of two "Oh god, what happened?!" pokemon. He'll intervene when a pokemon got set-up (like gyarados or salamence) or pop up where he can score a super-effective hit on something he resists or is immune to. Flygon has a LOT of potential to pop in and out and, if nothing else, it can nail things with u-turn with relatively little risk. It's good at whittling down and can get super effective hits on the right pokemon to keep them in check especially after Stealth Rock Damage.

Puff the Gengar
Choice Scarf
252 Special Attack/ 252 Speed/ 4 Defense/ Modest Natured

Thunderbolt
Shadow Ball
Energy Ball
Trick

Gengar is a great pokemon to have. He's the second of my "Oh god" pokemon, he's able to eat rapid spins (not that I have much to protect), he can counter a fair amount, and he can trick things that try to set up, or drop his item to be a late game sweeper. I chose Energy Ball over Focus Blast because I found myself using it next to never when Shadow Ball hit equally well for neutral damage (or close to it at least), and I needed a second grass attack for swampert.

I've been thinking about dropping the first two pokemon for a rapid spin stealth rock/spikes forretress and a wishing/roaring vaporeon to tenderize the opposing team before I start attacking. As far as coverage goes, I'd lose a priority ice attack and earthquake (which is fine) and a water attack and an electric attack (not as fine).

So, thoughts?
 
I dont know if its a good sign or not but this is a pretty good team. I have 4 suggestions. First change stone edge on flygon to thunder punch. Flygon is really your only check to gyrados and a miss could be costly. Next scarf gengar isnt that good so id change him to a subpunch painsplit gengar with life orb. You already have a scarfer in flygon and gengar can possibly takeout scarftar so infernape can sweep. Also change starmies nature to timid to outrun infernape and tie other starmies. If you really want extra power go with hydro pump over surf. Finally replace icebeam on starmie with recover. You can already pursuit latias and without recover a scarf heatran can do a shitload to this team. Good luck and hope i helped.

Edit-Make flygon timid to tie +1 salamence
 
I like the changes, but do I really need to go Jolly (I hope you meant instead of Timid) for Flygon? I've already got two checks for Salamence between Scizor and Mamoswine. I'm worried Flygon won't be able to hit hard enough without adamant.

Also, the SplitGar is amazing, since when can Gengar learn Pain Split? That's just too good. And if I were to run recover, would it be better to use leftovers instead of expert belt?
 
I like the changes, but do I really need to go Jolly (I hope you meant instead of Timid) for Flygon? I've already got two checks for Salamence between Scizor and Mamoswine. I'm worried Flygon won't be able to hit hard enough without adamant.

Also, the SplitGar is amazing, since when can Gengar learn Pain Split? That's just too good. And if I were to run recover, would it be better to use leftovers instead of expert belt?

Yeah i did mean jolly my bad. You dont have to do anything but you lose the ability to tie mence, scarfrachi, and other flygon if you stay adament. Its true u do have 2 checks so it might not be a bad idea to stay with the +att nature. Gengar got pain split in hgss and i agree it is an amazing addition, especially with toxic spike support (not suggesting that for your team). Yeah use leftovers on starmie heres the set i want you to try:

Starmie @ leftovers
136 HP / 156 Def / 216 Spe
NATURAL CURE (some people forget)
~surf/hydro pump
~thunderbolt
~rapid spin
~recover

This guy also acts as a secondary gyrados check

Edit: you might wanna use some pics thats probably why no one rated your team.
 
I think that Starmie would be just fine running

-Surf
-Thunderbolt
-Rapid Spin
-Recover

With Ladies Man's EVs and an Expert Belt, the main point of this Starmie is to check certain threats by hitting them SE so why not hit harder? You already have Recover as a form of healing so Leftovers is not nessecary.
 
Can my infernape take a hit from a weavile and score a kill if I bring it in after weavile kills something? I don't know the percentages, but it resists dark and ice and takes minimal damage from low kick, so I'm guessing yes? If not, should I drop Mamoswine for a metagross lead to have a solid answer for Weavile (when scizor's bit the big one)?
 
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