Hello, this is my first RMT, and actually my first post on Smogon! I've done all the required reading but I would like a little help with my team creation for a tournament my friends and I are having. Our matches will be played over Wi-Fi.
Tourney Rules:
-Species Clause
-Sleep Clause
-No OHKOs (Moves that kill both are allowed, i.e. Perish Song, Destiny Bond, etc.)
-Item Clause
-All Pokemon OU and below may be used
-Each team must focus on one type (i.e. every team member must share a type)
Ninjask @ Leftovers
Ability: Speed Boost
Nature: Jolly
EVs: 248 HP / 52 Atk / 184 Def / 24 Spe
-Protect
-Substitute
-Baton Pass
-X-Scissor
I decided to go with your basic BP Ninjask focusing purely on passing speed. I gave him X-Scissor to keep from being totally stopped by Taunt. EVs will let him survive all priority attacks (assuming no hax come into play) and gives him enough speed to outrun base 115 scarf users after a Speed Boost.
Scizor @ Life Orb
Ability: Technician
Nature: Adamant
EVs: 32 HP / 252 Atk / 224 Spe
-Swords Dance
-Bullet Punch
-Brick Break
-Roost
Once again, your standard physical sweeper (a lot of my team is fairly standard). This is the one I plan on passing the Speed Boosts too. Assuming I can get the boosts and pull off a SD or two, I should be good to go on almost anything. Bullet Punch will be my main source of damage, with Brick Break being my way of beating types that resist Steel. I went with Roost over another attack to help heal off the LO recoil and keep him alive with the passed boosts as long as possible.
Forretress @ Shed Shell
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP / 112 Atk / 144 Def
-Spikes
-Toxic Spikes
-Rapid Spin
-Gyro Ball
A small variation on the normal Forretress set. I went with dual Spikes to try and put some extra punishment on switching. I know Explosion is probably the better move instead of Gyro Ball, but I felt like giving him some means of attack aside from spinning.
Heracross @ Choice Band
Ability: Guts
Nature: Adamant
EVs: 96 HP / 252 Atk / 160 Spe
-Megahorn
-Close Combat
-Stone Edge
-Pursuit
Funny that my best fighter against flying-types is 4x weak to flying. Anyways, MH and CC are there for the big STAB bonuses, and Stone Edge is help fight off flyers. As for Pursuit, I planned on using this to help cause even more switching chaos along with the entry hazards set up by Forretress. It also gives me a decent means of dealing with Ghosts.
Yanmega @ Choice Specs
Ability: Tinted Lens
Nature: Modest
EVs: 4 Def / 252 SpA / 252 Spe
-Big Buzz
-Air Slash
-Psychic
-Hypnosis
This is my other candidate to recieve the Speed Boosts from Ninjask. Big Buzz and Air Slash are there are my primary attack, and Tinted Lens helps a lot with coverage. Getting a proper HP element would take too much time, so I decided to take Psychic as an alternative for better type coverage. Hypnosis is my last filler spot to help setup for Heracross or another set of Speed Boosts from Ninjask.
Vespiquen @ Sitrus Berry
Ability: Pressure
Nature:
EVs: 248 HP / 252 Def / 8 Spe
-Attack Order
-Heal Order
-Toxic
-Destiny Bond
Vespiquen was a tough choice to fill my final spot. I felt like I could use another member who can take a hit decently well. With Heal Order + Toxic, she can become a fairly good Toxic staller, and Destiny Bond is one of those surprise moves that none of my friends really know that Vespiquen learns. Attack Order is there to keep from being Taunt blocked and to make use of her decent attack.
Well, that's about it. I think it stands an okay chance, but I get the feeling I'll definately lack in type coverage. I'm hoping that my using Bug type will catch my friends off guard as well. Thanks for any and all help!
Tourney Rules:
-Species Clause
-Sleep Clause
-No OHKOs (Moves that kill both are allowed, i.e. Perish Song, Destiny Bond, etc.)
-Item Clause
-All Pokemon OU and below may be used
-Each team must focus on one type (i.e. every team member must share a type)
Ninjask @ Leftovers
Ability: Speed Boost
Nature: Jolly
EVs: 248 HP / 52 Atk / 184 Def / 24 Spe
-Protect
-Substitute
-Baton Pass
-X-Scissor
I decided to go with your basic BP Ninjask focusing purely on passing speed. I gave him X-Scissor to keep from being totally stopped by Taunt. EVs will let him survive all priority attacks (assuming no hax come into play) and gives him enough speed to outrun base 115 scarf users after a Speed Boost.
Scizor @ Life Orb
Ability: Technician
Nature: Adamant
EVs: 32 HP / 252 Atk / 224 Spe
-Swords Dance
-Bullet Punch
-Brick Break
-Roost
Once again, your standard physical sweeper (a lot of my team is fairly standard). This is the one I plan on passing the Speed Boosts too. Assuming I can get the boosts and pull off a SD or two, I should be good to go on almost anything. Bullet Punch will be my main source of damage, with Brick Break being my way of beating types that resist Steel. I went with Roost over another attack to help heal off the LO recoil and keep him alive with the passed boosts as long as possible.
Forretress @ Shed Shell
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP / 112 Atk / 144 Def
-Spikes
-Toxic Spikes
-Rapid Spin
-Gyro Ball
A small variation on the normal Forretress set. I went with dual Spikes to try and put some extra punishment on switching. I know Explosion is probably the better move instead of Gyro Ball, but I felt like giving him some means of attack aside from spinning.
Heracross @ Choice Band
Ability: Guts
Nature: Adamant
EVs: 96 HP / 252 Atk / 160 Spe
-Megahorn
-Close Combat
-Stone Edge
-Pursuit
Funny that my best fighter against flying-types is 4x weak to flying. Anyways, MH and CC are there for the big STAB bonuses, and Stone Edge is help fight off flyers. As for Pursuit, I planned on using this to help cause even more switching chaos along with the entry hazards set up by Forretress. It also gives me a decent means of dealing with Ghosts.
Yanmega @ Choice Specs
Ability: Tinted Lens
Nature: Modest
EVs: 4 Def / 252 SpA / 252 Spe
-Big Buzz
-Air Slash
-Psychic
-Hypnosis
This is my other candidate to recieve the Speed Boosts from Ninjask. Big Buzz and Air Slash are there are my primary attack, and Tinted Lens helps a lot with coverage. Getting a proper HP element would take too much time, so I decided to take Psychic as an alternative for better type coverage. Hypnosis is my last filler spot to help setup for Heracross or another set of Speed Boosts from Ninjask.
Vespiquen @ Sitrus Berry
Ability: Pressure
Nature:
EVs: 248 HP / 252 Def / 8 Spe
-Attack Order
-Heal Order
-Toxic
-Destiny Bond
Vespiquen was a tough choice to fill my final spot. I felt like I could use another member who can take a hit decently well. With Heal Order + Toxic, she can become a fairly good Toxic staller, and Destiny Bond is one of those surprise moves that none of my friends really know that Vespiquen learns. Attack Order is there to keep from being Taunt blocked and to make use of her decent attack.
Well, that's about it. I think it stands an okay chance, but I get the feeling I'll definately lack in type coverage. I'm hoping that my using Bug type will catch my friends off guard as well. Thanks for any and all help!