An Introduction
I've never been much of a champ at team building, mostly because I'm always trying to use innovative or unorthodox methods to do things that don't really merit a creative approach. So, my goal for this team was to develop a wealth of different sub strategies to tackle a variety of scenarios, all within the bounds of simplicity. I feel like I'm getting somewhere, but the light at the end of the tunnel is barely visible. I'v used this team before to great success and failure, and I want to hear from the competitive community how to eliminate the failure part. That is all.
Without any further waste of your time:
Right off the bat, most of you are probably noticing the conspicuous weakness to electric, which is countered quite nicely by Electivire's motor drive. You may also notice the conspicuous weakness to ground, which the other half happen to be immune to. Just keep the title of this thread in mind before you judge.
@ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Earthquake
- Stone Edge
There's no other lead quite like Aero. Its speed allows taunt to put a significant dent in the opposing lead's set up plans, and stealth rock is a must. Now I know what you're thinking... duh. Sure everybody knows the strategy for this pokemon, but it usually doesn't stop it from working. The biggest issues I can possibly run into are scarf-trick Uxie and Swampert (who's easily scared off by Rotom-C). Basically, Aero guarantees SR, which is the sole purpose of its existence.
@ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Surf
- Sludge Bomb
Another strictly Smogon set, but it no less gets the job done. Half the games I play I get SR and two layers of Toxic Spikes within 5 or so turns. I like this set because after Tentacruel spins away enemy SR/Spikes and lays down a cozy layer of it's own, it can normally hold off a good amount of time before fainting. Although I do consider it expendable regardless.
@ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Leaf Storm
- Trick
- Thunderbolt
- Shadow Ball
This is my team's curve ball so to say. It easily scares off the likes of Swampert, TTar, and essentially anything that doesn't have much Special Defense. I can switch into an EQ or focus punch and throw a proverbial monkey wrench into the enemy strategy. If someone's trying to wall me, I'll just give trick a spin.
@ Focus Sash
Ability: Speed Boost
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Swords Dance
- Protect
- X-Scissor
No explanation is required here, but I'll give one anyway. Swords dance, protect for as long as possible until I'm ready to pass to Electivire. I won't begin this strategy on a poke that indubitably knows taunt, and will pass as soon as I encounter one. Although everybody knows what I'm going to do with this as soon as they see it, 8 times out of 10 it doesn't stop it from happening.
@ Occa Berry
Ability: Clear Body
EVs: 252 HP/140 Atk/116 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Earthquake
- Explosion
Metagross provides the much needed physical beef of my team. Terrifying attack combined with a respectable amount of bulk make for a formidable adversary. The Occa berry prepares for the eventual flamethrower or Fire Blast, particularly from an unsuspecting Heatran. Fire Blast will not OHKO with Occa, and EQ speaks for itself. Pursuit is very overlooked for this poke and is probably one of the best reasons to have a Gross on a team.
@ Expert Belt
Ability: Motor Drive
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Thunderpunch
- Ice Punch
- Cross Chop
- Earthquake
This late game sweeper is devastating after a couple speed boosts and a swords dance from Ninjask. God willing I pass on a T-bolt as well, becoming unstoppable. The moveset is to provide maximum coverage for a sweeping set, and the expert belt for max power.
So I know I don't have the most creative team on earth, but I'd rather it be effective above all else. If the community could help me to do that, that would be great. Thanks.
Right off the bat, most of you are probably noticing the conspicuous weakness to electric, which is countered quite nicely by Electivire's motor drive. You may also notice the conspicuous weakness to ground, which the other half happen to be immune to. Just keep the title of this thread in mind before you judge.
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Earthquake
- Stone Edge
There's no other lead quite like Aero. Its speed allows taunt to put a significant dent in the opposing lead's set up plans, and stealth rock is a must. Now I know what you're thinking... duh. Sure everybody knows the strategy for this pokemon, but it usually doesn't stop it from working. The biggest issues I can possibly run into are scarf-trick Uxie and Swampert (who's easily scared off by Rotom-C). Basically, Aero guarantees SR, which is the sole purpose of its existence.
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Surf
- Sludge Bomb
Another strictly Smogon set, but it no less gets the job done. Half the games I play I get SR and two layers of Toxic Spikes within 5 or so turns. I like this set because after Tentacruel spins away enemy SR/Spikes and lays down a cozy layer of it's own, it can normally hold off a good amount of time before fainting. Although I do consider it expendable regardless.
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Leaf Storm
- Trick
- Thunderbolt
- Shadow Ball
This is my team's curve ball so to say. It easily scares off the likes of Swampert, TTar, and essentially anything that doesn't have much Special Defense. I can switch into an EQ or focus punch and throw a proverbial monkey wrench into the enemy strategy. If someone's trying to wall me, I'll just give trick a spin.
Ability: Speed Boost
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Baton Pass
- Swords Dance
- Protect
- X-Scissor
No explanation is required here, but I'll give one anyway. Swords dance, protect for as long as possible until I'm ready to pass to Electivire. I won't begin this strategy on a poke that indubitably knows taunt, and will pass as soon as I encounter one. Although everybody knows what I'm going to do with this as soon as they see it, 8 times out of 10 it doesn't stop it from happening.
Ability: Clear Body
EVs: 252 HP/140 Atk/116 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Earthquake
- Explosion
Metagross provides the much needed physical beef of my team. Terrifying attack combined with a respectable amount of bulk make for a formidable adversary. The Occa berry prepares for the eventual flamethrower or Fire Blast, particularly from an unsuspecting Heatran. Fire Blast will not OHKO with Occa, and EQ speaks for itself. Pursuit is very overlooked for this poke and is probably one of the best reasons to have a Gross on a team.
Ability: Motor Drive
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Thunderpunch
- Ice Punch
- Cross Chop
- Earthquake
This late game sweeper is devastating after a couple speed boosts and a swords dance from Ninjask. God willing I pass on a T-bolt as well, becoming unstoppable. The moveset is to provide maximum coverage for a sweeping set, and the expert belt for max power.
So I know I don't have the most creative team on earth, but I'd rather it be effective above all else. If the community could help me to do that, that would be great. Thanks.
A Final Gander:




