The Chronicles of a Ghetto Lizard

Introduction
Got bored at school and decided to find out some tweaks I could make for my team.

The lead



Swampert@Leftovers
Torrent
Relaxed Nature
EVs: 252 HP/252 Def/4 SpA
~ Earthquake
~ Ice Beam
~ Stealth Rock

~ Roar

Swampert has been my favorite lead ever since Gen 4. Not only is he reliable to set-up entry hazards but can also put a hurtin' on common leads such as metagross or the increase of Dragonite leads I have been seeing lately. Earthq is his main STAB move. Ice beam is there for type coverage for the flying types. Anythingthat tries to set-up on this guy is dissapointed to find out that he is packing Roar.

Ferrothorn@Leftovers
Sassy Nature
EVs: 252 HP / 4 Atk / 252 SpD
ivs: 0 Spe
~ Spikes
~ Power Whip

~ Gyro Ball
~ Leech Seed

My 2nd entry hazard set-upper. I usually send him on Special Attackers such as starmie to scare them away and get a free layer of spikes in. Leech seed is there to drain away there hp whilst gaining mine prolonging the duration of me staying alive and getting more layers of spikes. Or force a switch. Gyro ball is his MAIN stab move and Power whip is there for water types that stay in.

Scrafty@Leftovers
ability:Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
~ Dragon Dance
~ Drain Punch
~ Crunch
~ Ice Punch


The backbone of this team and the pokemon I decided to base my team around. One DD is enough to Sweep an entire team. Drain punch is there to hit hard as a STAB move while still healing me up for a decent amount of damage. Shed Skin over Moxie definitly because of Prankster Sableye coming in and will-o-wisping along with Psycho Shift Sigyliph though normally i can OHKO Sig with Ice Punch. Crunch is there for Ghost types Who think they can get in a free switch in from Drain Punch. This is definitly the MVP of this team.

Scizor@Lum Berry
ability: Technician
nature: Adamant
evs: 200 HP / 56 Atk / 252 SpD
~ Swords Dance
~ Bullet Punch
~ Bug Bite

~ Roost

This bulky Scizor is Scrafty's partner in crime. With roost and SpD Ev's this thing is hard to take down. Technician STAB Bug-Bite and Bullet-punch hit hard. Used to kill weakened pokemon. Nothing much to say.

Shanderaa @ Leftovers
Ability: Flash Fire
Nature: Timid
EVs: 4 Def, 252 SpA, 252 Spe
~ Fire Blast
~ Shadow Ball
~ Energy Ball

~ Flame Charge

Noticing I have 2 pokes 4x weak against Fire type moves. I needed a flash fire poke. This guy serves 2 roles on my team. Block rapid spin and absorb fire type moves. Never under-estimate this guy because i have swept with him mutliple times. His amazing type coverage..well..is amazing. He can do neutral damage to any poke. Fire Blast > Shadow Ball > Energy Ball > Flame charge. And that's neutral damage of course. Flame charge is there to make my sweep easier.

Latias@Life Orb
Timid Nature
EV's 112 HP / 204 SpA / 192 Spe
~ Calm Mind
~ Dragon Pulse
~ Thunder

~ Roar

Nothing much to say about this guy. Set up calm mind and Do as much damage as possible. Roar is there to get away pokes that try and set-up on it. I use Swampert and Latias to roar away as much as I can and let the entry-hazards do there job before i finally decide to send in one of my sweepers and finish the rest of there team.



 
Okay, first off, why thunder on Latias when you dont have rain up??? I'd switch it with Surf or HP Fire.

Next, try out a Choice Scarf set on Shanderra, as it's super slow.
 
If one DDance is enough on Scarfty to sweep a whole team your opponent blows

Flame charge is a waste on Chandelure: Horrid Attack Stat and a waste of a coverage move. if anything, theyre going to switch regardless and you can predict and hit with a much more powerful move. Replace it with HP Ground or HP ice if they try to wall you with dragons
 
I've built a team around scrafty as well and you have a lot of trouble vs skarmory. It can set up spikes on 2/3 your team , and scrafty only does like 25% with a + 1 Drain punch which definitely isnt enough.

You also have a lot of trouble vs banded infernape. Your best counter to it is Chandelure and it's taking more damage from stealth rock than from u-turn, but that damage adds up.

I really don't understand why you are using Chandelure to block rapid spin. IT's not only weak to stealth rocks, but it have no recovery move as well.

I'd replace Ferrothorn with Magnezone since you don't really need need entry hazards up to sweep with scizor/scrafty, you just need to get rid of their steel types. You also keep the same weaknesses (add on a 4x EQ weak), which isn't too bad.

I would also replace Chandelure with Jellicent. It keeps the fighting/fire resistances that chandelure had, but it has recovery, no stealth rock weakness, and can stop skarmory from setting up spikes with taunt and cripple opposing sweepers with will o wisp/scald. With Jellicent and Swampert, banded infernape becomes less of a problem.

I understand where you were going with for this team, but your opponent is trying to set up hazards to. Stealth rock and Chandelure's low base hp isn't gonna help block rapid spin when Starmie, Forretress, Donphan, Excadrill can all OHKO or 2hko Chandelure on the switch.
 
Yeah put this guy on your team if you fear steel

Magnezone @ Air Balloon
Naive
-Thunderwave
-HP Fire
-Substitute
-Discharge
EVs: 252 HP/252 SpA
 
If skarm whirlwinds on magnezone does it stay in or does it get switched?

It's a switch.
 
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