So this is a team I came up with in the hopes of utilizing a Dragon Dance Feraligatr. Unfortunately, Sheer Force hasn't been released, but Torrent still supplies some extra power when needed. I eventually used this set in a new RU team which is either a hit or a miss.
Most of the time my battles on Showdown with this team are a hit or miss. Sometimes I get a 6-0 sweep with Dragon Dance, sometimes I get swept by a single Pokemon. This team needs a lot of work, but it's not without its uses so instead of scrapping it I brought it here for revision.
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Without further ado:
Devastator @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP/96 Def/160 SpD
This is my lead most of the time. With a reliable ability which lets me get off a Stealth Rock, he's a very sturdy wall as well. If I'm lucky I can usually do some phasing and weaken the opposing team by quite a bit, and Steelix usually hits decently as well. He can OHKO Aerodactyl without Focus Sash and I usually Gyro Ball first turn in fear of the taunt. Earthquake lets me hit incoming Fire-type Pokemon decently who are common switch-ins to my Steelix. He's a very straightforward Pokemon and I don't have much of a problem with him, although sometimes I really can't lead with him. His natural defense allows me to not have to invest much in it, with 160 SpD to take Psychic attacks better, not making him useless against every opposing special-based Pokemon.
Finn @ Leftovers
Ability: Regenerator
Nature: Modest
EVs: 240 HP/24 Def/244 SpA
My somewhat bulky special attacker. Using it's natural bulk, Giga Drain, and Regenerator this Pokemon should be able to survive for as long as it desires. It can take on a defensive Slowking's Psychic attack, and one of Gallade's Psycho Cuts (without a Swords Dance), allowing it remain a bit longer with Giga Drain. The EVs allow it some great bulk and power, along with the Life Orb and Modest to really maximize damage, allowing Giga Drain to heal as much as possible. Spore is a great utility move, forcing switches, putting fearsome foes to sleep, and just allowing me to take out a Pokemon if they stay in. Sludge Bomb is the main STAB move as it does the most neutral damage out of all of his moves, and only really an issue with Steel types, which are pretty easy to predict. Hidden Power Ground will allow it to do some great damage on the Fire-type switch-in and I believe that it OHKOs Magmortar with SR damage.
Leatherhead @ Life Orb
Ability: Torrent
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
The star of the show right here. With a single Dragon Dance Feraligatr is able to do tons of damage to most Pokemon, but with two, and if I'm lucky, three Dragon Dances he can sweep an entire time. With three Dragon Dances he has OHKO'd an entire team.
The EVs are very straightforward, and his role is obvious. Get the opportunity to set up, set up, and demolish teams, although this isn't always the case as Ferroseed, Walrein (those two give me the most trouble) and physical walls in general can completely stop him in his rampage. Thunder Wave, Will-O-Wisp, and Scald are moves that scare him out really easily so it's usually hard to set up, but if I do it can win the game.
Milton @ Choice Scarf
Ability: Blaze
Nature: Modest
EVs: 4 HP/252 SpA/252 Spe
My late-game sweeper who scorches the battlefield. Typhlosion has taken on other teams incredibly outnumbered and I owe most of my victories to him. Assuming there's no Stealth Rock on the battlefield I can usually Eruption my way through teams (assuming they have no special walls or resistors to it). Hidden Power {Rock} for Fire-types who absolutely scare this team and allows him to counter them, while Focus Blast for a solid coverage move. Fire Blast as my powerful backup is Stealth Rock/Spikes are ever on the field. With a Modest nature to pack the extra punch needed, with the Choice Scarf to outspeed just about all unboosted Pokemon in the tier.
Grinch @ Leftovers
Ability: Levitate
Nature: Calm
EVs: 248 HP / 168 Def / 36 SpD / 56 Spe
Cryogonal acts my much-needed special wall, a staller, and a rapid spinner, playing a pivotal role in my team. Without Cryogonal many specially-offensive bulky threats would just power through my team (mainly Slowking) with Recover allowing it to effectively stall and survive. The moveset is to ensure I can outlive other Pokemon with Recover, spin away entry hazards, Toxic bulky Pokemon, and not be dead in the water without any attacking moves. 56 speed EVs allow it to outspeed neutral base 80s while HP to maximize bulk, with 168 Def to allow him to take at least one neutral physical attack. With this EV spread, he's almost always in 2HKO physical range, and can still sponge special attacks, just not as well as before.
Jibakurei @ Choice Band
Ability: Pressure
Nature: Adamant
EVs: 252 HP/252 Atk/4 Spe
Choice Band Spiritomb surprisingly fits well on my team. I'm sure a better position could be filled, but his three immunities are invaluable and the double STAB priority that he has is great. I usually have him as an Eruption-breaker, revenge killer, or to just wear certain Pokemon down with the repeated Shadow Sneak, or do massive damage with Return. The max EVs and nature in attack allows him to hit as hard as possible, while the remaining EVs dumped into HP allow him to retain as much bulk as possible with his great natural defense stats. 4 Speed EVs will allow him to outpace other Spiritomb not running any speed on their set.
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This team has trouble with defense-oriented and sometimes stall teams. Fire-types give this a lot of trouble as Feraligatr can't comfortably switch into attacks due to only average bulk, while Typhlosion can't come in on switch-ins due to Eruption's power being an issue and the fact that Flash Fire is unreleased. Cryogonal and Steelix even with their immense defense and special defense respectively can't take Fire-type attacks very well. Spiritomb is a less-powerful revenge-killer, but is easy to come in with his natural defenses and immunities and really surprises his opponents; Amoongus provides the all-too-useful utility in spore, and fires off powerful attacks, but can't survive long. Hail teams really screw this team up, especially Walrein, although he's less of a problem with Amoongus. This team still needs some work, and I feel as if Fire-types are still giving me a hard time as nothing can safely switch into them.
I'm willing to switch out team members, open to all sorts of criticism, etc. All that I ask is for just respectful and constructive criticism instead of just saying "Good" or "Horrible, make new team".
Most of the time my battles on Showdown with this team are a hit or miss. Sometimes I get a 6-0 sweep with Dragon Dance, sometimes I get swept by a single Pokemon. This team needs a lot of work, but it's not without its uses so instead of scrapping it I brought it here for revision.
_______________________________
Without further ado:
Devastator @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 HP/96 Def/160 SpD
- Gyro Ball
- Earthquake
- Stealth Rock
- Roar
This is my lead most of the time. With a reliable ability which lets me get off a Stealth Rock, he's a very sturdy wall as well. If I'm lucky I can usually do some phasing and weaken the opposing team by quite a bit, and Steelix usually hits decently as well. He can OHKO Aerodactyl without Focus Sash and I usually Gyro Ball first turn in fear of the taunt. Earthquake lets me hit incoming Fire-type Pokemon decently who are common switch-ins to my Steelix. He's a very straightforward Pokemon and I don't have much of a problem with him, although sometimes I really can't lead with him. His natural defense allows me to not have to invest much in it, with 160 SpD to take Psychic attacks better, not making him useless against every opposing special-based Pokemon.
Finn @ Leftovers
Ability: Regenerator
Nature: Modest
EVs: 240 HP/24 Def/244 SpA
- Spore
- Giga Drain
- Hidden Power {Ground}
- Sludge Bomb
My somewhat bulky special attacker. Using it's natural bulk, Giga Drain, and Regenerator this Pokemon should be able to survive for as long as it desires. It can take on a defensive Slowking's Psychic attack, and one of Gallade's Psycho Cuts (without a Swords Dance), allowing it remain a bit longer with Giga Drain. The EVs allow it some great bulk and power, along with the Life Orb and Modest to really maximize damage, allowing Giga Drain to heal as much as possible. Spore is a great utility move, forcing switches, putting fearsome foes to sleep, and just allowing me to take out a Pokemon if they stay in. Sludge Bomb is the main STAB move as it does the most neutral damage out of all of his moves, and only really an issue with Steel types, which are pretty easy to predict. Hidden Power Ground will allow it to do some great damage on the Fire-type switch-in and I believe that it OHKOs Magmortar with SR damage.
Leatherhead @ Life Orb
Ability: Torrent
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
- Dragon Dance
- Ice Punch
- Earthquake
- Waterfall
The star of the show right here. With a single Dragon Dance Feraligatr is able to do tons of damage to most Pokemon, but with two, and if I'm lucky, three Dragon Dances he can sweep an entire time. With three Dragon Dances he has OHKO'd an entire team.
The EVs are very straightforward, and his role is obvious. Get the opportunity to set up, set up, and demolish teams, although this isn't always the case as Ferroseed, Walrein (those two give me the most trouble) and physical walls in general can completely stop him in his rampage. Thunder Wave, Will-O-Wisp, and Scald are moves that scare him out really easily so it's usually hard to set up, but if I do it can win the game.
Milton @ Choice Scarf
Ability: Blaze
Nature: Modest
EVs: 4 HP/252 SpA/252 Spe
- Eruption
- Fire Blast
- Hidden Power {Rock}
- Focus Blast
My late-game sweeper who scorches the battlefield. Typhlosion has taken on other teams incredibly outnumbered and I owe most of my victories to him. Assuming there's no Stealth Rock on the battlefield I can usually Eruption my way through teams (assuming they have no special walls or resistors to it). Hidden Power {Rock} for Fire-types who absolutely scare this team and allows him to counter them, while Focus Blast for a solid coverage move. Fire Blast as my powerful backup is Stealth Rock/Spikes are ever on the field. With a Modest nature to pack the extra punch needed, with the Choice Scarf to outspeed just about all unboosted Pokemon in the tier.
Grinch @ Leftovers
Ability: Levitate
Nature: Calm
EVs: 248 HP / 168 Def / 36 SpD / 56 Spe
- Ice Beam
- Recover
- Toxic
- Rapid Spin
Cryogonal acts my much-needed special wall, a staller, and a rapid spinner, playing a pivotal role in my team. Without Cryogonal many specially-offensive bulky threats would just power through my team (mainly Slowking) with Recover allowing it to effectively stall and survive. The moveset is to ensure I can outlive other Pokemon with Recover, spin away entry hazards, Toxic bulky Pokemon, and not be dead in the water without any attacking moves. 56 speed EVs allow it to outspeed neutral base 80s while HP to maximize bulk, with 168 Def to allow him to take at least one neutral physical attack. With this EV spread, he's almost always in 2HKO physical range, and can still sponge special attacks, just not as well as before.
Jibakurei @ Choice Band
Ability: Pressure
Nature: Adamant
EVs: 252 HP/252 Atk/4 Spe
- Sucker Punch
- Return
- Pursuit
- Shadow Sneak
Choice Band Spiritomb surprisingly fits well on my team. I'm sure a better position could be filled, but his three immunities are invaluable and the double STAB priority that he has is great. I usually have him as an Eruption-breaker, revenge killer, or to just wear certain Pokemon down with the repeated Shadow Sneak, or do massive damage with Return. The max EVs and nature in attack allows him to hit as hard as possible, while the remaining EVs dumped into HP allow him to retain as much bulk as possible with his great natural defense stats. 4 Speed EVs will allow him to outpace other Spiritomb not running any speed on their set.
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This team has trouble with defense-oriented and sometimes stall teams. Fire-types give this a lot of trouble as Feraligatr can't comfortably switch into attacks due to only average bulk, while Typhlosion can't come in on switch-ins due to Eruption's power being an issue and the fact that Flash Fire is unreleased. Cryogonal and Steelix even with their immense defense and special defense respectively can't take Fire-type attacks very well. Spiritomb is a less-powerful revenge-killer, but is easy to come in with his natural defenses and immunities and really surprises his opponents; Amoongus provides the all-too-useful utility in spore, and fires off powerful attacks, but can't survive long. Hail teams really screw this team up, especially Walrein, although he's less of a problem with Amoongus. This team still needs some work, and I feel as if Fire-types are still giving me a hard time as nothing can safely switch into them.
I'm willing to switch out team members, open to all sorts of criticism, etc. All that I ask is for just respectful and constructive criticism instead of just saying "Good" or "Horrible, make new team".