Hello RMT,
I'm relatively new to competitive, I just started in August. I've played around with some sample teams and gimmick teams (an all johto team), but have started to get into more serious team building the last few weeks.
The Goal:
The team is inspired by this sample team, where there is no defogger or spinner but all of the mons either resist hazards or have HDB. Here, the team ignores hazards through a mix of resistances, boots, and magic guard. The idea is to set sand and hazards with Tyranitar and Skarmory and slowly work away at the opponent with the Ttar, Skarm, Gastro, Clefable defensive core by forcing switches and clicking toxic until the coast is clear for the sweepers to come in.
The Team
Pokepaste for easier viewing: https://pokepast.es/3524b22cad4b603a
Tyranitar @ Heavy-Duty Boots
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 30 Spe
- Crunch
- Rock Blast
- Thunder Wave
- Stealth Rock
Ttar is a stealth rock setter and special wall. I usually lead it against weather teams, but generally wait until a special sweeper comes out to bring it in. Crunch and Rock blast are for coverage, twave to catch switch ins, and rocks are pointy. I know a lot of people have posted that Ttar is not worth running unless it is banded, I'm willing to swap to that but I would need a new SR setter. Boots are to avoid chip damage.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Recover
Gastrodon is a Heatran, Zapdos, Rotom, and Specs Dragapult check, and general special wall. Scald provides a nice burn threat, ice beam ctaches lando-t and catches dragons off guard. Toxic is for chip damage and to put special sweepers on a timer. Recover is the the reason I went with Gastro over swampert, the extra turns it provides are super useful since this team takes a while to get going.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Roost
- Whirlwind
Skarm is the team's spikes setter, physical wall, and phaser. Whirlwind comes in handy a lot as many players at my level will try to have a physical sweeper set up on skarm in order to break it. Body press comes in handy against Weavile and Excadril. Rocky helmet is to chip Urshifu-R as the team doesnt have many great switch ins for it and the speed EVs are to get the jump on other walls and whirlwind Ferrothorn before it tries to set up leech seed.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Shadow Ball
- Nasty Plot
Alakazam is a late-game sweeper and secondary speed control. I chose Alakazam because of Magic gaurd, it's easy to switch without worrying about hazards or Ttars sand. This is a standard focus sash/nasty plot set. I usually wait until all other threats have been eliminated, but he can come in mid game to take a chunk out of the opponents team so Kartana can handle the rest. I've been considering changes him to specs for more immediate damage since he is outsped by a lot of modern sweepers with the speed creep.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Calm-Mind Clefable is a mid-game sweeper, and general wall in a pinch. I've tried more passive sets with wish and teleport but this team struggles to beat Ferrothorn without its fire coverage. I usually try to get off a calm mind or two on a wall, and then try and take down a few mons who underestimate it. This is a fairly standard set, Evs are all in defense since calm mind raises SpD anyway.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off
Choice Scarf Kartana is a late game physical sweeper and speed control. I was struggling a lot with Urshifu rapid and the Tapus seemed like a logical answer to take them down and as an added beenfit it resist stealth rock. I usually will click knock off if Kart is in early if there are still checks in play and then wait late game until I sacrifice another teammate for it to come in safely.
Conclusion
I still struggle a bit with Urshifu, Garchomp running fire fang, and mons with taunts since the opening/midgame of my team is quite passive. Landorus-T has been on and off the team, I would consider adding him again, but I couldn't figure out who to drop.I also notice my team lacks pivots. Its likely because because I'm a new player, but I don't always find his specially defensive set particularly useful.
I'd appreciate any/all comments/tips for the team! I'm very new, so if you don't think the strategy I have is viable, I'm totally OK with that!
Thanks!
I'm relatively new to competitive, I just started in August. I've played around with some sample teams and gimmick teams (an all johto team), but have started to get into more serious team building the last few weeks.
The Goal:
The team is inspired by this sample team, where there is no defogger or spinner but all of the mons either resist hazards or have HDB. Here, the team ignores hazards through a mix of resistances, boots, and magic guard. The idea is to set sand and hazards with Tyranitar and Skarmory and slowly work away at the opponent with the Ttar, Skarm, Gastro, Clefable defensive core by forcing switches and clicking toxic until the coast is clear for the sweepers to come in.
The Team
Pokepaste for easier viewing: https://pokepast.es/3524b22cad4b603a
Tyranitar @ Heavy-Duty Boots
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 30 Spe
- Crunch
- Rock Blast
- Thunder Wave
- Stealth Rock
Ttar is a stealth rock setter and special wall. I usually lead it against weather teams, but generally wait until a special sweeper comes out to bring it in. Crunch and Rock blast are for coverage, twave to catch switch ins, and rocks are pointy. I know a lot of people have posted that Ttar is not worth running unless it is banded, I'm willing to swap to that but I would need a new SR setter. Boots are to avoid chip damage.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Recover
Gastrodon is a Heatran, Zapdos, Rotom, and Specs Dragapult check, and general special wall. Scald provides a nice burn threat, ice beam ctaches lando-t and catches dragons off guard. Toxic is for chip damage and to put special sweepers on a timer. Recover is the the reason I went with Gastro over swampert, the extra turns it provides are super useful since this team takes a while to get going.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Roost
- Whirlwind
Skarm is the team's spikes setter, physical wall, and phaser. Whirlwind comes in handy a lot as many players at my level will try to have a physical sweeper set up on skarm in order to break it. Body press comes in handy against Weavile and Excadril. Rocky helmet is to chip Urshifu-R as the team doesnt have many great switch ins for it and the speed EVs are to get the jump on other walls and whirlwind Ferrothorn before it tries to set up leech seed.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Shadow Ball
- Nasty Plot
Alakazam is a late-game sweeper and secondary speed control. I chose Alakazam because of Magic gaurd, it's easy to switch without worrying about hazards or Ttars sand. This is a standard focus sash/nasty plot set. I usually wait until all other threats have been eliminated, but he can come in mid game to take a chunk out of the opponents team so Kartana can handle the rest. I've been considering changes him to specs for more immediate damage since he is outsped by a lot of modern sweepers with the speed creep.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Calm-Mind Clefable is a mid-game sweeper, and general wall in a pinch. I've tried more passive sets with wish and teleport but this team struggles to beat Ferrothorn without its fire coverage. I usually try to get off a calm mind or two on a wall, and then try and take down a few mons who underestimate it. This is a fairly standard set, Evs are all in defense since calm mind raises SpD anyway.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off
Choice Scarf Kartana is a late game physical sweeper and speed control. I was struggling a lot with Urshifu rapid and the Tapus seemed like a logical answer to take them down and as an added beenfit it resist stealth rock. I usually will click knock off if Kart is in early if there are still checks in play and then wait late game until I sacrifice another teammate for it to come in safely.
Conclusion
I still struggle a bit with Urshifu, Garchomp running fire fang, and mons with taunts since the opening/midgame of my team is quite passive. Landorus-T has been on and off the team, I would consider adding him again, but I couldn't figure out who to drop.I also notice my team lacks pivots. Its likely because because I'm a new player, but I don't always find his specially defensive set particularly useful.
I'd appreciate any/all comments/tips for the team! I'm very new, so if you don't think the strategy I have is viable, I'm totally OK with that!
Thanks!