This is a team I've been using for months on both the Official and Smogon servers of Shoddy. It has been doing well, somewhere over .500, and I'm not looking for any major changes, but some smaller suggestions would be really appreciated. Thanks.
Aerodactyl @ Choice Band
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- Crunch
- Ice Fang
I've face a lot of scrutiny with this lead. The way I see it is this: It catches people off guard. So many times do I see people try to taunt, only to be nailed by whatever move I choose. Scarftrickers don't do much to this thing really, only screwing themselves over since most of them are special in the first place.
I was wondering about the last two moves. Crunch is there for psychics, but when I think about it, BP for a super effective crunch is 160, only a bit higher than the STAB Stone Edge. And Ice Fang is reserved for Mences and Chomps, but with Yache Berry occasionally there, I'm considering switching that with Dragon claw (However, Dragon Claw never OHKOs standard Mence or Chomp, so not too sure about that)
---
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/6 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Stealth Rock
- Softboiled
- Seismic Toss
Standard Blissey. Stealth Rock since I don't like TWaving without knowing which counter they have.
---
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Will-o-wisp
- Shadow Sneak
- Pain Split
- Ice Punch
Great defensive wall, and ice punch catches people off guard. I'm thinking of switching Will-o-Wisp for counter, since that has worked well for me on other Dusknoirs.
---
Captain Falcon (Breloom) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Substitute
- Seed Bomb
- Focus Punch
I've tried switching this thing with other sweepers and they don't do nearly as well as this thing does. This thing takes down Umbreons, Blisseys, Snorlaxes, and Swamperts and other things slower than it really well.
---
Weezing @ Leftovers
Ability: Levitate
EVs: 252 HP/176 Def/80 SAtk
Bold nature (+Def, -Atk)
- Flamethrower
- Haze
- Thunderbolt
- Hidden Power [Ice]
I love this set. An all-in-one Gyarados, Scizor, Garchomp, Salamence, Gliscor, Forretress, Ninjask, Baton Pass team counter.
---
Starmie Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/132 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Rapid Spin
- Recover
- Ice Beam
Spinner and takes care of some threats as well, like Infernape.
---
So I'd like to know what you guys think about it, and what changes I could make to improve this team.
Thanks!
Aerodactyl @ Choice Band
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- Crunch
- Ice Fang
I've face a lot of scrutiny with this lead. The way I see it is this: It catches people off guard. So many times do I see people try to taunt, only to be nailed by whatever move I choose. Scarftrickers don't do much to this thing really, only screwing themselves over since most of them are special in the first place.
I was wondering about the last two moves. Crunch is there for psychics, but when I think about it, BP for a super effective crunch is 160, only a bit higher than the STAB Stone Edge. And Ice Fang is reserved for Mences and Chomps, but with Yache Berry occasionally there, I'm considering switching that with Dragon claw (However, Dragon Claw never OHKOs standard Mence or Chomp, so not too sure about that)
---
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/6 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Stealth Rock
- Softboiled
- Seismic Toss
Standard Blissey. Stealth Rock since I don't like TWaving without knowing which counter they have.
---
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Will-o-wisp
- Shadow Sneak
- Pain Split
- Ice Punch
Great defensive wall, and ice punch catches people off guard. I'm thinking of switching Will-o-Wisp for counter, since that has worked well for me on other Dusknoirs.
---
Captain Falcon (Breloom) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Substitute
- Seed Bomb
- Focus Punch
I've tried switching this thing with other sweepers and they don't do nearly as well as this thing does. This thing takes down Umbreons, Blisseys, Snorlaxes, and Swamperts and other things slower than it really well.
---
Weezing @ Leftovers
Ability: Levitate
EVs: 252 HP/176 Def/80 SAtk
Bold nature (+Def, -Atk)
- Flamethrower
- Haze
- Thunderbolt
- Hidden Power [Ice]
I love this set. An all-in-one Gyarados, Scizor, Garchomp, Salamence, Gliscor, Forretress, Ninjask, Baton Pass team counter.
---
Starmie Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/132 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Rapid Spin
- Recover
- Ice Beam
Spinner and takes care of some threats as well, like Infernape.
---
So I'd like to know what you guys think about it, and what changes I could make to improve this team.
Thanks!