Hello! I just returned to competitive play after a hiatus. Last time i played in SM, so i had a great deal of catching up to do. Since then this is my first team, and the 8th iteration in that. However i still struggle against a couple of threats (Cinderace, is te main among them, and some walls like Blissey and Clefable), so i would love to get some feedback, and come constructive criticism.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Ice Fang
- Stone Edge
Ttar is my main offense guy, with the surprise Ice Fang, and generally faster than expected with the scarf, and able to demonlist a lot of threats. Mostle against Fire types, except for Cinderace since it is faster still and a high jump kick ohkos. Snad Stream does a nice chip damage wich is cool to break a couple of sashes. A fast surprise Stone Edge is the bread and butter of this guy, (except when it misses), and it takes down any slower fire type, Earthquake to round it out, so i have a secondary Electric removal engine
Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 252 SpD
Careful Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Ice Beam
Usually my opener, and stealth rock setter. Flip turn makes it a good pivot, and a surprise Ice Beam really hurts things like Landorus. And generally the switch ins, like grass types. I want really sold on the Damp ability, but it came into play more times than i tought. It's the main man of the team, and i try to complement it with the others, and try to keep it in the team if possible.
Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast
- Shadow Ball
- Psychic
My main setup sweeper, i try to swith it into a fire move, and the roll over the enemy team if i can. Works pretty well with ttar, since usually fire types expect ttar to switch in, and try to predict that with a HJumpKick. I really love the punch it packs after a flash fire, with Fire balst, but it really hurts when it misses, since usually it goes down in that case, because it is so frail.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Knock Off
- Power Whip
- Toxic
Breaking walls with toxic, and stalling out them. Also a Knock Off on a predicted swith usually gets rid of a Boot or two from fire types. Works well with Swampert, since the opponents usually think Ferrothorn is my rock setter and lead , and try to counter with fire types. I try to use thim as a counter to fairy type walls, or blissey, hence the gyro ball. Still since mystical fire this plan fails mostly.
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Dragon Claw
- Dual Wingbeat
- Brick Break
Intimidate, and ground witch in, with decent damage output, and surprise Fire Fang. Destroys most Grass, or Steel types, but really weak to fairy type switch ins. I an not sure Brick Break is the best choice here, or i just haven"t found the correct situation to use it for. Dual Wingbeat on the other hand really useful, with life orb it hits like a truck(or two)
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Dazzling Gleam
- Haze
Dagon immunity and Fairy type/setup sweeper remover. A good WoW is invaluable against garchomp and the likes. Currently this mon is the new addition to the team, still trying to mold the movepool to complement the others. It came in place of Hatterene, since i needed a poison stab for the team.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Ice Fang
- Stone Edge
Ttar is my main offense guy, with the surprise Ice Fang, and generally faster than expected with the scarf, and able to demonlist a lot of threats. Mostle against Fire types, except for Cinderace since it is faster still and a high jump kick ohkos. Snad Stream does a nice chip damage wich is cool to break a couple of sashes. A fast surprise Stone Edge is the bread and butter of this guy, (except when it misses), and it takes down any slower fire type, Earthquake to round it out, so i have a secondary Electric removal engine
Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 252 SpD
Careful Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Ice Beam
Usually my opener, and stealth rock setter. Flip turn makes it a good pivot, and a surprise Ice Beam really hurts things like Landorus. And generally the switch ins, like grass types. I want really sold on the Damp ability, but it came into play more times than i tought. It's the main man of the team, and i try to complement it with the others, and try to keep it in the team if possible.
Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast
- Shadow Ball
- Psychic
My main setup sweeper, i try to swith it into a fire move, and the roll over the enemy team if i can. Works pretty well with ttar, since usually fire types expect ttar to switch in, and try to predict that with a HJumpKick. I really love the punch it packs after a flash fire, with Fire balst, but it really hurts when it misses, since usually it goes down in that case, because it is so frail.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Knock Off
- Power Whip
- Toxic
Breaking walls with toxic, and stalling out them. Also a Knock Off on a predicted swith usually gets rid of a Boot or two from fire types. Works well with Swampert, since the opponents usually think Ferrothorn is my rock setter and lead , and try to counter with fire types. I try to use thim as a counter to fairy type walls, or blissey, hence the gyro ball. Still since mystical fire this plan fails mostly.
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Dragon Claw
- Dual Wingbeat
- Brick Break
Intimidate, and ground witch in, with decent damage output, and surprise Fire Fang. Destroys most Grass, or Steel types, but really weak to fairy type switch ins. I an not sure Brick Break is the best choice here, or i just haven"t found the correct situation to use it for. Dual Wingbeat on the other hand really useful, with life orb it hits like a truck(or two)
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Dazzling Gleam
- Haze
Dagon immunity and Fairy type/setup sweeper remover. A good WoW is invaluable against garchomp and the likes. Currently this mon is the new addition to the team, still trying to mold the movepool to complement the others. It came in place of Hatterene, since i needed a poison stab for the team.
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