Third Time's the Charm

So I entered this team into the teambuilding contest over in the OU forum, but I've gotten no feedback on it so I turned here. I just need some kind of feedback so I can understand my teambuilding ability and how I can improve. So here goes the team:

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bisharp.gif
goodra.gif
skarmory.gif
thundurus.gif
mamoswine.gif

The Team:

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Gardevoir @ Gardevoirite
Ability: Trace --> Pixilate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Thunderbolt
- Hyper Voice
- Shadow Ball
- Focus Blast

Gardevoir the first member of my team's offensive core, and for good reason. Mega Gardevoir packs a huge punch with a base 165 special attack. Her moves give her a powerful STAB, perfect neutral coverage, and a good coverage move to hit a lot of big threats in the meta. Pixilate turns Hyper Voice into a powerful STAB that can hit behind subs, and is almost necessary on a successful MGard set. Shadow Ball and Focus Blast give her perfect neutral coverage, so these are also a given. The last move, Thunderbolt, is for coverage, giving her the ability to hit Talonflame, YZard, MPinsir, Azumarill, and Greninja super-effectively, just to name a few.

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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Iron Head
- Sucker Punch
- Knock Off
- Swords Dance

Bisharp is the other half of this team's offensive core, bringing a good physical attack stat, good STABS, and a powerful priority to the table. Knock Off received a huge buff this gen, going from 20 BP up to 65, and Bisharp makes great use of this, so naturally Bisharp should run this move. Iron Head is his secondary STAB, letting him hit Fairies that would otherwise give him a lot of trouble. Sucker Punch is a great priority move, often OHKOing many things that could pose a threat to Bisharp and the rest of the team. Swords Dance is a spectacular boosting move, and used in conjunction with switching into Defog, he reaches 3x attack in one turn.

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Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spe / 44 HP / 188 SpA
Timid Nature
- Thunder Wave
- Taunt
- Hidden Power [Ice]
- Volt Switch/Thunderbolt

After noticing that the offensive presence of this team is a little on the slow side, I decided that I needed a way to shore up that weakness. A solution came in the form of Thundurus-I. His Prankster T-Wave is a godsend, crippling many dangerous sweepers that would otherwise outspeed my team. Priority Taunt is another great utility move, shutting down all hazard setters, boosting sweepers, BP teams, and status inducers, which also helps greatly. His two other moves give him a pseudo BoltBeam coverage. HP Ice is to hit the Ground-types that wall him. I couldn't decide between Volt Switch and Thunderbolt for the last move slot, however. Volt Switch would further add to his utility, grabbing momentum and acting as a pivot, while Thunderbolt gives him more offensive capabilities.

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Goodra @ Leftovers
Ability: Gooey
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
- Dragon Pulse
- Flamethrower
- Toxic
- Thunderbolt

To accompany my offensive core, I figured I needed a defensive core to take hits for them and keep them healthy. Goodra is a prime example of a special wall, reaching a huge stat of 438 SpD. His EVs give him maximum bulk to increase his longevity and ability to wall almost any threat. His moves let him either put a timer on an opponent's wall or sweeper with Toxic, or do a reasonable amount of damage for a wall. Dragon Pulse is a good choice for STAB, as Draco Meteor lowers his special attack, and he might need to stay in for a while. Flamethrower and Thunderbolt are for coverage, letting him hit Greninja and Azumarill with TBolt and Galvantula and special Lucario with Flamethrower.

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Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Stealth Rock
- Icicle Crash
- Ice Shard
- Earthquake

Another necessary role for my team was a hazard setter. Mamoswine seemed like a good choice, as he offers a Fire and Ice resist that my team sorely needed. Stealth Rock is the obvious choice for an entry hazard, since Talonflame, Charizard, and Mega Pinsir are so prominent in this meta. Icicle Crash and Earthquake are a great STAB combo, since they are powerful moves that hit a lot of the meta super-effectively. And lastly, Ice Shard is a good priority move, and it does massive damage to Garchomp, both Landorus formes, and Gliscor combined with Life Orb.

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Defog
- Whirlwind

To finish off my defensive core, I decided to go with a great physical wall, Skarmory. Skarmory and Goodra cover each others' weaknesses pretty well, so naturally they work well together. I also needed a hazard remover, and Skarmory fills this role too. Defog got a big buff this gen by removing hazards on your side of the field as well, so it has risen high in usage. Roost is a great recovery move for a wall, as it immediately restores half of Skarmory's health. Whirlwind is a good utility move to shuffle the opponent's team, or remove an opponent's buffs. Lastly, Brave Bird is so that Skarmory doesn't become complete Taunt bait.

So once again, any feedback is greatly appreciated. I really need it so I can improve my teambuilding skills and as a battler in general. Thanks in advance!
 
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