Hey, it's pikmin! I love un-orthodox teams, pokémon, moves, and ev spreads. I used to focus on trick room, but now I"ll try a bit of hail.
oh yeah, and everyone on hear is blue, except arcanine, which is awesome!
I know I have a big rock weakness, but I can't think of anything that horrible about that, I can't think of a rock type. But stealth rock kills my team, so I think cloyster should help with rapid spin.
Everyone on my team has leftovers.
Snover, (female)
calm
248 hp 88 speed 172 sp. d.
~blizzard
~leech seed
~protect
~toxic
Auto hail is nice, blizzard hurts the nidos and flying leads, and those resistant to leech seed. Basically it stalls a lot. I usually switch after a turn. Not really much to say, hail teams are locked into one lead. I although snover can't take hits very well, he can get annoying for opponents, and when you switch in to restore hail if it gets negated, you can protect to annoy and wear down opponents and then switch again.
Cloyster
impish
skill link
252 hp 252 special defense 4 defense
~spikes
~toxic spikes
~rapid spin
~rock blast
My rapid spiniker. It tries to get spikes plus spin away rocks, and tries to hit Arcticuno with rock blast. It can ko all forms of articuno with luck, and gets at least 90% of it's hp at the least. Use rapid spin to finish it off it it survives. Cloyster has awesome defense, so I boosted special defense some.
Walrein
bold
ice body
220 hp 240 defense 48 speed
~protect
~substitute
~super fang
~brine
A great staller. Super fang + brine gets tons of damage. Protect + substitute really lets you recover hp. Walrein has a lot of trouble with other ice types and people who can recover, but still, it's very valuable to my team. Even if the opponent has leftovers, the hail should make them still take double from brine after super fang. After protect, super fang, and then protect again, if your opponent isn't ice and doesn't have lefties, they are down to 40.625, making brine really only have to inflict 34.375% of the opponent's hp, since hail will damage again. If you protect again after that, brine only has to do 28.125%! Throw a couple subs in between those and you will only have to deal 15.625%, which is really easy to deal, with it's almost 200 base power.
Spiritomb
calm
252 hp 252 defense 4 sp. attack
~calm mind
~dark pulse
~rest
~sleep talk
This spiritomb can really take hits. It attemps to get calm mind up. Who needs crocune when you can use crotomb? Also, very valuable to my team as a spin-blocker. Cloyster works very hard to get up all those spikes! I'd use shadow ball, but normals would scare me, as spiritomb already is already my normal type counter.
impish
intimidate
252 hp 252 defense 4 speed
~flare blitz
~roar
~rest
~sleep talk
This guy is my attempt at handling my grass weakness, and just roaring around. When this thing gets wore down from flare blitz recoil and physical attacks it handles so well, it can use rest and recover to full hp. It then can randomly attack or use roar. If arcanine outspeeds the opponent, and is asleep and uses roar via sleep talk, it will go first and not give the opponent the chance to attack, making it able to go first and phaze!
calm
volt absorb
252 hp 46 defense 140 sp. attack 70 special defense
~thunderbolt
~blizzard
~rest
~sleep talk
This a set I made designed for this team myself. It can't use a water attack, but the fact it's water type would scare off rocks, if I ever saw one. This gal uses boltbeam to get un-resisted damage almost, and uses one randomly while asleep. It can stall really well and does some pretty good damage too.
please rate out of 100
what do you think I should change in this team? I'd like to stick to blue pokémon if possible.
oh yeah, and everyone on hear is blue, except arcanine, which is awesome!
I know I have a big rock weakness, but I can't think of anything that horrible about that, I can't think of a rock type. But stealth rock kills my team, so I think cloyster should help with rapid spin.
Everyone on my team has leftovers.
Snover, (female)
calm
248 hp 88 speed 172 sp. d.
~blizzard
~leech seed
~protect
~toxic
Auto hail is nice, blizzard hurts the nidos and flying leads, and those resistant to leech seed. Basically it stalls a lot. I usually switch after a turn. Not really much to say, hail teams are locked into one lead. I although snover can't take hits very well, he can get annoying for opponents, and when you switch in to restore hail if it gets negated, you can protect to annoy and wear down opponents and then switch again.
Cloyster
impish
skill link
252 hp 252 special defense 4 defense
~spikes
~toxic spikes
~rapid spin
~rock blast
My rapid spiniker. It tries to get spikes plus spin away rocks, and tries to hit Arcticuno with rock blast. It can ko all forms of articuno with luck, and gets at least 90% of it's hp at the least. Use rapid spin to finish it off it it survives. Cloyster has awesome defense, so I boosted special defense some.
Walrein
bold
ice body
220 hp 240 defense 48 speed
~protect
~substitute
~super fang
~brine
A great staller. Super fang + brine gets tons of damage. Protect + substitute really lets you recover hp. Walrein has a lot of trouble with other ice types and people who can recover, but still, it's very valuable to my team. Even if the opponent has leftovers, the hail should make them still take double from brine after super fang. After protect, super fang, and then protect again, if your opponent isn't ice and doesn't have lefties, they are down to 40.625, making brine really only have to inflict 34.375% of the opponent's hp, since hail will damage again. If you protect again after that, brine only has to do 28.125%! Throw a couple subs in between those and you will only have to deal 15.625%, which is really easy to deal, with it's almost 200 base power.
Spiritomb
calm
252 hp 252 defense 4 sp. attack
~calm mind
~dark pulse
~rest
~sleep talk
This spiritomb can really take hits. It attemps to get calm mind up. Who needs crocune when you can use crotomb? Also, very valuable to my team as a spin-blocker. Cloyster works very hard to get up all those spikes! I'd use shadow ball, but normals would scare me, as spiritomb already is already my normal type counter.
impish
intimidate
252 hp 252 defense 4 speed
~flare blitz
~roar
~rest
~sleep talk
This guy is my attempt at handling my grass weakness, and just roaring around. When this thing gets wore down from flare blitz recoil and physical attacks it handles so well, it can use rest and recover to full hp. It then can randomly attack or use roar. If arcanine outspeeds the opponent, and is asleep and uses roar via sleep talk, it will go first and not give the opponent the chance to attack, making it able to go first and phaze!
calm
volt absorb
252 hp 46 defense 140 sp. attack 70 special defense
~thunderbolt
~blizzard
~rest
~sleep talk
This a set I made designed for this team myself. It can't use a water attack, but the fact it's water type would scare off rocks, if I ever saw one. This gal uses boltbeam to get un-resisted damage almost, and uses one randomly while asleep. It can stall really well and does some pretty good damage too.
please rate out of 100
what do you think I should change in this team? I'd like to stick to blue pokémon if possible.