The best team ever made...

...by me

Anyways this is my first RMT because I'm not really a forum person. But I have had a lot of success with this team and really need to make it better, because half the games I play are won or lost a little too closely. Suggestions?

650.png
248.png
121.png

196.png
49.png
34.png


How this team works is to have each pokemon carry its own weight to batter down the other team until I get a good opportunity to switch Venomoth in, who will then Quiver Dance, Sleep Powder, Quiver Dance, Baton Pass to Nidoking who will get 1-5 OHKOs. The "carry its own weight" means they all kill their switch-ins pretty easily with slightly odd movesets.
In number of KOs its usually kind of like this:
Mienshao: 1-1.5
Ttar: .5-1
Starmie: 1.5
Espeon: .5
Venomoth: one to sleep
Nidoking: 1-3

if only everything were so easy...


The team:

Mienshao (F) @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Fake Out
- Hi Jump Kick
- U-turn
- Hidden Power [Ice]

Mienshao is a good all-round. Mienshao and Starmie have the speed to keep me from being destroyed by the Base 100s lurking around. Fake Out and U-turn are good passive damage, and HJK and HP destroy when they hit the right target. Mienshao helps a lot agaist other weather teams, being faster than Ninetails, and kicking all 4 weather starters hard (sorry Hippowdon).



Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 SAtk
Brave Nature (+Atk, -Spd)
- Pursuit
- Stone Edge - not that helpful

- Ice Beam
- Flamethrower

This was my original "weather-killer" TTar I used back when BW came out so my Excadrill could always sweep. It takes out the Politoed and Ninetails that allows dangerous sweepers in. Usually after a High Jump Kick, a Pursuit will take them out and keep sand up. Other than that, Ice Beam is for dragons, Flamethrower for Ferrothorn and Skarmory, and Stone Edge for some more power when sometimes needed.

Starmie @ Leftovers - Questionable how much it contributes
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Surf
- Ice Beam
- Thunderbolt

Starmie was originally Rapid Spin/Recover, but I found it was more useful when it was murdering the threats to this team, so I moved its HP EVs to SA, and proceeded. I need Starmie as a sweeper, because its speed is simply too useful to my team to not be taking out fast threats. Same goes for Mienshao, but Starmie is faster and has different utilities.

Espeon (M) @ Light Clay - Questionable how much it contributes

Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Reflect
- Psychic
- Hidden Power [Fire]
- Wish

Espeon: the only thing that legitimizes not having hazards or a spinner on this team. When people see Espeon, they are usually fairly reluctant to use hazards (unless they are on Heatran or TTar), assuming I'll switch. Because of this I'll tend to not use Espeon until I prepare to set up. Psychic pounds fighting types, which is particularly relevent since I tend to bring Espean in for TTar. HP Fire is for Ferrothorn and Scizor, whom Espeon meets fairly often. The Wish support really helps the team. Reflect + Wish works great for switching Venomoth in who will then set up.

Venomoth (F) @ Lum Berry
Trait: Tinted Lens
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Sleep Powder
- Quiver Dance
- Baton Pass
- Bug Buzz

The beginning of the end. Venomoth comes in, heals back from Wish. With Reflect saving its defense, it Quiver dances (usually as its check is coming in), puts its check to sleep, Quiver Dances once more (+2 is enough unless they have Blissey then go for more), Then Baton Passes. The Lum Berry is critical for getting multiple boosts, but means usually only one pass a game. If only one boost was obtained, or they have a Mamoswine, I'll usually pass to Starmie, who is far less prone to scarf revenge killers and priority. And besides one boost usually means your only going for the 2HKO, even with Nidoking if no supereffective coverage.

Nidoking (M) @ Life Orb
Trait: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Flamethrower
- Ice Beam
- Thunderbolt
Timid nature is if I have to use Nidoking without boosts. But with boosts is more fun. How this usually goes is you OHKO their team while they don't send Scizor or Mamoswine in because of Reflect; and when Reflect runs up, its usually their last Pokemon.


The biggest threats to this teams are fast powerful attackers, as most of my team can't handle priority well. #1 are choice scarf Landorus, Terrakion, and sunlight Venosaur. Choice Scarf + Earthquake + Sand Force usually means my end. Terrakion has supereffective coverage on most of team, and Mienshao is slower than it, and Espeon and Starmie fail to deal with it with the sandstorm boost. Venosaur is like Terrakion but only if it has Earthquake. It is simply too fast and powerful to revenge kill. The other problems are two pink blobs (three when Ditto comes), as my team is specially inclined and they can just switch on Mienshao and heal off Pursuit damage later. These problems are what mainly need to be addressed, but any thing else is welcome.
 
Hey, nice use of Venomoth. I don't have time to rate much right now, but I recommend if you don't like leftovers on starmie, you can try Ether Water Gem for super powerful Surf, or expert belt, since opponents won't think Starmie of all things has a super effective move on a steel type.
 
Back
Top