So I made a team around something you don't really see to often: Specs Salamence. I guess the basis around the team is hitting hard with Salamence (coupled with hazards) when they don't expect it and then closing out kills with DD Mega-TTar and Thunderus while using Ferrothorn, Skarmory and Diancie as pivots that can also whittle their Mons down. This isn't a 100% serious team, but I would like some feedback/criticism. Also my first RMT so plz no mean 2 me pl0x. :P
Salamence @ Choice Specs
Ability: Intimidate
4 HP / 252 Sp.Attk / 252 Speed
Modest Nature
-Hydro Pump
-Draco Meteor
-Fire Blast
-Hidden Power Poison
This is what I would like the rest of the team to be based around. Draco and Fire Blast are sorta obvious, Hidden Power Poison is mainly to catch fairies on switches and Hydro Pump for coverage. You probably aren't going to OHKO something with this, but after hazards you should be able to clean up with something else. Also, I'm fine with getting rid of anything but this, so bear with me plz :P
Tyranitar Tyranitar
Ability: Sand Stream
4 HP / 252 Attk / 252 Speed
Jolly Nature
-Dragon Dance
-Crunch
-Earthquake
-Stone Edge
DD Mega-TTar. Sets up, hits hard, can clean up or sweep by itself. Can switch in to take a hit and then go on a rampage. Love this thing.
Thunderus @ Life Orb
Ability: Prankster
4 HP / 252 Sp. Attk / 252 Speed
Ability: Prankster
-Taunt
-Thunder Wave/Volt Switch
-Thunderbolt
-Hidden Power Ice
Great lead, can clean up and revenge kills as well. I've been carrying Thunder Wave, but I'm thinking about replacing it with Volt Switch (or something else) because T-Wave hasn't really been doing much work for me and I think I would rather have something to keep up the tempo or more coverage. Thoughts?
Ferrothorn @ Leftovers
Ability: Iron Barbs
252 HP / 252 Def / 4 Sp. Def
Impish Nature
-Knock Off
-Leech Seed
-Protect
-Spikes
Love this thing because I can set up hazards and cripple things with Knock Off and Leech Seed. I think Protect is necessary because it deals with Scarfers and Choiced things in general. Pretty much used as a switch in once TTar, Thunderus or Salamence have gotten a hit off.
Diancie @ Leftovers
Ability: Clear Body
252 HP / 4 Def / 252 Sp. Def
Sassy Nature
-Diamond Storm
-Moonblast
-Toxic
-Stealth Rock
Carries the rocks for the team, specially defensive wall that I needed. I'm not too sure about this one, because I've never used it before, so I'm not too experienced with it. I tried a Calm Mind, Rest Talk as well as an Assault Vest variant but I wasn't really a fan of either, so I settled with this one that allows me to carry Defog on Skarmory as well. Need help with this one.
Skarmory @ Leftovers
Ability: Sturdy
252 HP / 232 Def / 24 Speed
Impish Nature
-Defog
-Brave Bird
-Roost
-Whirlwind
Pretty standard Skarmory, serves the same purposes as the other bulkier Mons but with the added importance of getting rid of hazards. Originally had Spikes, but when I changed around my Diancie, I gave it rocks, Ferro got Spikes and this thing got Defog.
One thing that I've noticed that consistently gives me trouble is Heatran, because Fire Move+Flash Cannon can wreck almost all of my team. But yeah, this is my team, thanks for all y'alls help! :D
Salamence @ Choice Specs
Ability: Intimidate
4 HP / 252 Sp.Attk / 252 Speed
Modest Nature
-Hydro Pump
-Draco Meteor
-Fire Blast
-Hidden Power Poison
This is what I would like the rest of the team to be based around. Draco and Fire Blast are sorta obvious, Hidden Power Poison is mainly to catch fairies on switches and Hydro Pump for coverage. You probably aren't going to OHKO something with this, but after hazards you should be able to clean up with something else. Also, I'm fine with getting rid of anything but this, so bear with me plz :P
Tyranitar Tyranitar
Ability: Sand Stream
4 HP / 252 Attk / 252 Speed
Jolly Nature
-Dragon Dance
-Crunch
-Earthquake
-Stone Edge
DD Mega-TTar. Sets up, hits hard, can clean up or sweep by itself. Can switch in to take a hit and then go on a rampage. Love this thing.
Thunderus @ Life Orb
Ability: Prankster
4 HP / 252 Sp. Attk / 252 Speed
Ability: Prankster
-Taunt
-Thunder Wave/Volt Switch
-Thunderbolt
-Hidden Power Ice
Great lead, can clean up and revenge kills as well. I've been carrying Thunder Wave, but I'm thinking about replacing it with Volt Switch (or something else) because T-Wave hasn't really been doing much work for me and I think I would rather have something to keep up the tempo or more coverage. Thoughts?
Ferrothorn @ Leftovers
Ability: Iron Barbs
252 HP / 252 Def / 4 Sp. Def
Impish Nature
-Knock Off
-Leech Seed
-Protect
-Spikes
Love this thing because I can set up hazards and cripple things with Knock Off and Leech Seed. I think Protect is necessary because it deals with Scarfers and Choiced things in general. Pretty much used as a switch in once TTar, Thunderus or Salamence have gotten a hit off.
Diancie @ Leftovers
Ability: Clear Body
252 HP / 4 Def / 252 Sp. Def
Sassy Nature
-Diamond Storm
-Moonblast
-Toxic
-Stealth Rock
Carries the rocks for the team, specially defensive wall that I needed. I'm not too sure about this one, because I've never used it before, so I'm not too experienced with it. I tried a Calm Mind, Rest Talk as well as an Assault Vest variant but I wasn't really a fan of either, so I settled with this one that allows me to carry Defog on Skarmory as well. Need help with this one.
Skarmory @ Leftovers
Ability: Sturdy
252 HP / 232 Def / 24 Speed
Impish Nature
-Defog
-Brave Bird
-Roost
-Whirlwind
Pretty standard Skarmory, serves the same purposes as the other bulkier Mons but with the added importance of getting rid of hazards. Originally had Spikes, but when I changed around my Diancie, I gave it rocks, Ferro got Spikes and this thing got Defog.
One thing that I've noticed that consistently gives me trouble is Heatran, because Fire Move+Flash Cannon can wreck almost all of my team. But yeah, this is my team, thanks for all y'alls help! :D