This is the first team I've made, so any constructive criticism or suggestions are greatly appreciated. So far it's worked pretty good for me, but I have lost quite a few times & I would like to improve.
Bear with me if I can't get the format and crap right :|
Bear with me if I can't get the format and crap right :|
At a Glance;
Weavile [Jolly] @ Focus Sash
4 HP / 252 Att / 252 Spe
- Fake Out
- Ice Punch
- Night Slash
- Taunt
This guy has worked wonders for me so far; he can stop popular leads dead in their tracks. Fake Out takes care of other Focus Sash users, like Azelf and Aerodactyl. I then Ice Punch or Night Slash, depending on type to knock them out before they manage to set up or KO me. If they do manage to somehow survive a Fake Out / Ice Punch, I'm given another turn by Focus Sash to try and knock them out. If I can't knock them out, I usually Taunt and let them take me down to 1 HP, then switch to an appropriate counter.
Forretress [Relaxed] @ Leftovers
252 HP / 4 Att / 252 Def
- Gyro Ball
- Stealth Rock
- Spikes
- Rapid Spin
Nothing special here, just a generic spinner and hazard setter. What I like about Forretress is that it has access to all of the entry hazard moves, but Toxic Spikes doesn't do much to help my team, so I went for straight-up damage. I usually switch him in on things like Swampert, where they don't have moves that can especially hurt him, and proceed to set up. Relaxed nature with 0 IVs in Speed gives Forretress 76 Speed, which is ideal for Gyro Ball use.
Infernape [ Naive ] @ Life Orb
64 Att / 252 S. Att / 192 Spe
- Close Combat
- Fire Blast
- Overheat
- Grass Knot
As frail as he is, Infernape does a great job at murdering defensive tanks. He can out speed a majority of the metagame, and hit hard with Close Combat, Fire Blast, and Grass Knot. If they switch into a 'Tran on a Fire Blast, it's almost a guarantee that I will KO him first unless he's scarf'd (which happens to be most of the time now ;-;), or he's holding a Focus Sash. When I'm against a pokemon that I can't afford to take a miss on, I usually Overheat for the KO and switch out.
Gyarados [ Jolly ] @ Leftovers
156 HP / 96 Att / 4 Def / 252 Spe
- Dragon Dance
- Taunt
- Waterfall
- Earthquake
This guy is amazing, and he's usually the reason why I win battles. I usually switch him in on a Skarm or something that can't harm him, Taunt, and DD on the switch. I find that Attack doesn't matter as much when you've been DD'd once or twice, as there's not much that can switch in on a Waterfall / EQ without getting a chunk of their life taken out ( And I probably get to go first again the next turn, which gives me a KO ) With Jolly nature, this bad boy out speeds an unscarf'd Jolteon and Gengar, who would usually destroy my team. After 2 DD's, providing they don't switch right after the taunt, Gyara hits 574 Speed, which if I calculated right out speeds Starmie. One problem I have with this set is that by foregoing Stone Edge for Earthquake, I lack the moves necessary if they switch in an opposing Gyara. If that comes, then I usually taunt and switch out to Rotom.
Rotom [ Modest ] @ Choice Specs
252 S. Att / 252 Spe / 4 S. Def
- Trick
- Thunderbolt
- Air Slash
- Shadow Ball
The main idea behind this guy is to switch him in on Fighting moves, which are pretty common when they're directed towards Weavile. I then trick on whatever they do, whether they switch or try to stay in and lock them to a move. From there, I can either switch to something I know the move isn't going to hurt and set up, or go kamikaze on the team until it faints. Rotom also functions as a Spin-blocker, which is incredibly useful when it takes 4 turns for Forretress to fully set up 3x Spikes / SR.
Snorlax [ Careful ] @ Leftovers
168 HP / 120 Def / 220 S. Def
- Curse
- Body Slam
- Crunch
- Protect
If by chance my Gyara hasn't been boosted with DD, I usually switch this fatso into a special attacker. Protect helps me determine what type of build they're going with, and Curse boosts Lax's otherwise lacking Defense stat to help him be much bulkier. Thick Fat helps take care of the omnipresent Fire and Ice attacks. I choose Body Slam over something like Return because the chance for paralysis greatly helps my survival chances, letting me set up much easier.
That's it, thanks for reading!
Weavile [Jolly] @ Focus Sash
4 HP / 252 Att / 252 Spe
- Fake Out
- Ice Punch
- Night Slash
- Taunt
This guy has worked wonders for me so far; he can stop popular leads dead in their tracks. Fake Out takes care of other Focus Sash users, like Azelf and Aerodactyl. I then Ice Punch or Night Slash, depending on type to knock them out before they manage to set up or KO me. If they do manage to somehow survive a Fake Out / Ice Punch, I'm given another turn by Focus Sash to try and knock them out. If I can't knock them out, I usually Taunt and let them take me down to 1 HP, then switch to an appropriate counter.
Code:
Damage against popular leads:
Ice Punch vs. [I]Aerodactyl[/I] [I](4 HP/252 Att/252 Spe) [/I]- 109.3% - 129.1%
Night Slash vs. [I]Azelf (4 HP/252 S.Att/252 Spe) - [/I]99.3% - 117.8%
Ice Punch vs. [I]Gliscor (252 HP/4 Att/252 Spe) - [/I]108.5% - 128.8%
Forretress [Relaxed] @ Leftovers
252 HP / 4 Att / 252 Def
- Gyro Ball
- Stealth Rock
- Spikes
- Rapid Spin
Nothing special here, just a generic spinner and hazard setter. What I like about Forretress is that it has access to all of the entry hazard moves, but Toxic Spikes doesn't do much to help my team, so I went for straight-up damage. I usually switch him in on things like Swampert, where they don't have moves that can especially hurt him, and proceed to set up. Relaxed nature with 0 IVs in Speed gives Forretress 76 Speed, which is ideal for Gyro Ball use.
Infernape [ Naive ] @ Life Orb
64 Att / 252 S. Att / 192 Spe
- Close Combat
- Fire Blast
- Overheat
- Grass Knot
As frail as he is, Infernape does a great job at murdering defensive tanks. He can out speed a majority of the metagame, and hit hard with Close Combat, Fire Blast, and Grass Knot. If they switch into a 'Tran on a Fire Blast, it's almost a guarantee that I will KO him first unless he's scarf'd (which happens to be most of the time now ;-;), or he's holding a Focus Sash. When I'm against a pokemon that I can't afford to take a miss on, I usually Overheat for the KO and switch out.
Gyarados [ Jolly ] @ Leftovers
156 HP / 96 Att / 4 Def / 252 Spe
- Dragon Dance
- Taunt
- Waterfall
- Earthquake
This guy is amazing, and he's usually the reason why I win battles. I usually switch him in on a Skarm or something that can't harm him, Taunt, and DD on the switch. I find that Attack doesn't matter as much when you've been DD'd once or twice, as there's not much that can switch in on a Waterfall / EQ without getting a chunk of their life taken out ( And I probably get to go first again the next turn, which gives me a KO ) With Jolly nature, this bad boy out speeds an unscarf'd Jolteon and Gengar, who would usually destroy my team. After 2 DD's, providing they don't switch right after the taunt, Gyara hits 574 Speed, which if I calculated right out speeds Starmie. One problem I have with this set is that by foregoing Stone Edge for Earthquake, I lack the moves necessary if they switch in an opposing Gyara. If that comes, then I usually taunt and switch out to Rotom.
Rotom [ Modest ] @ Choice Specs
252 S. Att / 252 Spe / 4 S. Def
- Trick
- Thunderbolt
- Air Slash
- Shadow Ball
The main idea behind this guy is to switch him in on Fighting moves, which are pretty common when they're directed towards Weavile. I then trick on whatever they do, whether they switch or try to stay in and lock them to a move. From there, I can either switch to something I know the move isn't going to hurt and set up, or go kamikaze on the team until it faints. Rotom also functions as a Spin-blocker, which is incredibly useful when it takes 4 turns for Forretress to fully set up 3x Spikes / SR.
Snorlax [ Careful ] @ Leftovers
168 HP / 120 Def / 220 S. Def
- Curse
- Body Slam
- Crunch
- Protect
If by chance my Gyara hasn't been boosted with DD, I usually switch this fatso into a special attacker. Protect helps me determine what type of build they're going with, and Curse boosts Lax's otherwise lacking Defense stat to help him be much bulkier. Thick Fat helps take care of the omnipresent Fire and Ice attacks. I choose Body Slam over something like Return because the chance for paralysis greatly helps my survival chances, letting me set up much easier.
That's it, thanks for reading!