Hello everyone, I'm Abyss_Megalo, nice to meet you all. I've been on and off on PS! for the past couple of years, and just created this account recently. This is one team that I've been really comfortable playing, next to a Mega Lucario/Thundurus-T team. Any advice would be greatly appreciated.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- X-Scissor
- Poison Jab
- Protect
- Drill Run
I chose Beedrill because of the power and speed it has, especially the power, as it has nuclear powered Poison Jabs and X-Scissors from the Adaptability boost. Protect is there so that Beedrills original stats don't get him smashed on the first turn. Drill Run is just for coverage, but I'm debating about changing it to U-Turn for switch initiative.
Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Razor Shell
Cloyster is a back-up beatstick in case I'm up against Zard-Y+Venasaur or Beedrill gets Hyper Voiced to death. He's also a really effective Mega-Mence+Lando-T killer. Shell Smash gets the huge power boosts that let Cloyster be a monster on the field, and Focus Sash makes sure that it survives to put it to good use. Icicle Spear is Cloysters most powerful move, and Rock Blast and Razor Shell are more for coverage than anything, as Rock Blast wrecks Zard-Y.
Arcanine @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 224 Atk / 32 SpA
Lonely Nature
- Extreme Speed
- Overheat
- Close Combat
- Morning Sun
Arcanine is just a bulky support Pokemon that pretty much just walls unprepared Sun teams. It's a pretty standard set, other than ExtremeSpeed over WoW, which I'm probably going to change soon, as the only reason I had ExtremeSpeed is for quick damage in case I was able to get something down low enough. Overheat and Close Combat are just standard moves for Arcanine, and Morning Sun is for recovery and is what let's this guy beat sun.
Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
This is my Mega-Mence killer. That's pretty much it's only important job, other than it being a good late game sweeper. Outrage is just for pure power and so I don't have to try to split up the EV's between Attack and SpAttack, while the rest are for coverage. EdgeQuake is OP.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Ice Beam
- Gunk Shot
- Scald
Greninja is to get rid of those pesky Talonflames and another cover to Zard-Y+Venasaur. Gunk Shot is for Sylveons and Gardevoirs, Scald is used over Hydro Pump because of accuracy and the chance for a burn. Dark Pulse is to hit Gengar, Metagross, and Lati@s. Ice Beam is because there are a giant plethora of mons with ice weakness.
Pachirisu @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Follow Me
- Discharge
- Protect
- Volt Switch
I needed some type of redirection that could take some fire type hits, which meant Amoonguss was out of the picture. I considered just having Fake Out support with Meowstic or Whimsicott, but I remembered Worlds and of course Pachirisu, so I made one that I think fits my team. Follow Me is the best move on this set, and it let's Beedrill and Cloyster wreck havoc everywhere. Protect is to make taunters all but waste their turn, Volt switch is so that I can get Pachi out of really bad situations, and Discharge is reserved for extreme circumstances.
My EV spreads definitely need work, but I'm not very good at solidifying those myself. Thanks for the help in advance!
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- X-Scissor
- Poison Jab
- Protect
- Drill Run
I chose Beedrill because of the power and speed it has, especially the power, as it has nuclear powered Poison Jabs and X-Scissors from the Adaptability boost. Protect is there so that Beedrills original stats don't get him smashed on the first turn. Drill Run is just for coverage, but I'm debating about changing it to U-Turn for switch initiative.
Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Razor Shell
Cloyster is a back-up beatstick in case I'm up against Zard-Y+Venasaur or Beedrill gets Hyper Voiced to death. He's also a really effective Mega-Mence+Lando-T killer. Shell Smash gets the huge power boosts that let Cloyster be a monster on the field, and Focus Sash makes sure that it survives to put it to good use. Icicle Spear is Cloysters most powerful move, and Rock Blast and Razor Shell are more for coverage than anything, as Rock Blast wrecks Zard-Y.
Arcanine @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 224 Atk / 32 SpA
Lonely Nature
- Extreme Speed
- Overheat
- Close Combat
- Morning Sun
Arcanine is just a bulky support Pokemon that pretty much just walls unprepared Sun teams. It's a pretty standard set, other than ExtremeSpeed over WoW, which I'm probably going to change soon, as the only reason I had ExtremeSpeed is for quick damage in case I was able to get something down low enough. Overheat and Close Combat are just standard moves for Arcanine, and Morning Sun is for recovery and is what let's this guy beat sun.
Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Outrage
- Earthquake
- Stone Edge
- Fire Blast
This is my Mega-Mence killer. That's pretty much it's only important job, other than it being a good late game sweeper. Outrage is just for pure power and so I don't have to try to split up the EV's between Attack and SpAttack, while the rest are for coverage. EdgeQuake is OP.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Ice Beam
- Gunk Shot
- Scald
Greninja is to get rid of those pesky Talonflames and another cover to Zard-Y+Venasaur. Gunk Shot is for Sylveons and Gardevoirs, Scald is used over Hydro Pump because of accuracy and the chance for a burn. Dark Pulse is to hit Gengar, Metagross, and Lati@s. Ice Beam is because there are a giant plethora of mons with ice weakness.
Pachirisu @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Follow Me
- Discharge
- Protect
- Volt Switch
I needed some type of redirection that could take some fire type hits, which meant Amoonguss was out of the picture. I considered just having Fake Out support with Meowstic or Whimsicott, but I remembered Worlds and of course Pachirisu, so I made one that I think fits my team. Follow Me is the best move on this set, and it let's Beedrill and Cloyster wreck havoc everywhere. Protect is to make taunters all but waste their turn, Volt switch is so that I can get Pachi out of really bad situations, and Discharge is reserved for extreme circumstances.
My EV spreads definitely need work, but I'm not very good at solidifying those myself. Thanks for the help in advance!