Hey guys, it's Cactrune with another balance team. I made this one after i noticed that my last team (the Mega Sharpedo one) struggled against stall even with two dedicated wallbreakers. Basically, I decided to make a team featuring a dedicated stallbreaking sweeper: Calm Mind Reuniclus. Here's the team (Changes in red).
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: null Atk
- Calm Mind
- Recover
- Psyshock
- Focus Blast
I must say, Reuniclus surprised me. After it rose to A rank, I knew I had to try it. With defensive investment, it's incredibly bulky, which allows it to set up on a lot of physical attackers, even Pokemon with Knock Off. The moveset is mostly self-explanatory, with Psyshock to break special walls and end CM wars with Suicune and Focus Blast to hit what Psyshock can't.
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Florges has great synergy with Reuniclus, eating Bug and Dark-type attacks like a champion while providing Wish support to the team. This set is pretty standard, but I sometimes replace Protect with Synthesis, because it's got pretty good utility as well. Overall a pretty good 'mon, as always.
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Because Florges and Reuniclus both struggle with Steel-types, I needed a wallbreaker that could beat them. I decided not to use Entei in this Water-infested metagame, instead preferring to use something that could switch into them. This is yet another common set, and for good reason. It serves as a dangerous secondary stallbreaker that I can rely on to facilitate sweeps.
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Roost
- Aerial Ace
- Earthquake
Aerodactyl checks Flying-types for the team and checkmates a lot of Pokemon on offense as well. It manhandles most of UU's megas (Beedrill, Sceptile, Pidgeot, etc.) and functions as a great late-game cleaner thanks to its awesome stats. I'm running Earthquake on Aero because, as I mentioned, I need to beat Steel-types to better utilize Reuniclus. However, it is possible to run a lot of other moves, including Pursuit or Aqua Tail.
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Grass Knot
- Stealth Rock
- Roar
Empoleon sponges hits and walls a variety of threats, mostly Water-types and Mega Pidgeot, and also functions as a phazer and hazard setter. Not much to say here, other then the fact that it has good synergy with Florges. Grass Knot was added here as a way to deal actual damage to Feraligatr, because Aerodactyl can outspeed and KO it (Even when Gatr's at +1) with that prior damage. Removing Defog from Empoleon also means that it is under less pressure to serve as a check for many threats and a utility mon.
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Defog
- Dragon Tail
- Toxic
- Roost
Because I had no other ideas for what to put in the 6th slot of this team, I just kind of slapped bulky Mence on and it turned out to be pretty awesome. Its primary function is to check Fire-types incredibly well, but it also has a whole slew of other functions. Toxic helps Salamence wear down the walls that it can't beat, Dragon Tail allows it to stack hazard damage and kill the opposition's momentum, and Defog, though Empoleon already has it, really helps my team out if one of the two gets killed. I think this guy could be replaced with something else, though.
Threatlist (Still Incomplete):
Feraligatr craps all over my team. Dragon Dance, Swords Dance, it's all the same. It's super threatening because most of my team can't do much to it, even if it only has one boost under its belt. SD is a lot easier to check, primarily because of its lower speed stat compared to the DD set. Empoleon can roar it out at full health, but that's not likely, because Empoleon comes in to take hits throughout a match.
The Abomasnow set that really does damage to my team is the SD set, because the All-out Attacker version doesn't have as much attack investment and thus is easier to beat with Florges. However, SD crushes my team. Heracross can knock it out at full health, but that, again, is unlikely, because I need to use Heracross to check bulky Waters throughout a match.
I have no solid switch-ins to Shaymin. My best bet is to sacrifice something and then try to RK with Aerodactyl. Without Aero, though, Shaymin is an uncheckable threat to my team thanks to its great coverage and access to Seed Flare.
Scarf Chandelure isn't terribly hard to beat as long as Empoleon is at full health, but without that, even my Fire checks (Aero, Mence) can't handle it. However, the SubCM set is even more dangerous, and basically murders my whole team.
Importable:
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: null Atk
- Calm Mind
- Recover
- Psyshock
- Focus Blast
I must say, Reuniclus surprised me. After it rose to A rank, I knew I had to try it. With defensive investment, it's incredibly bulky, which allows it to set up on a lot of physical attackers, even Pokemon with Knock Off. The moveset is mostly self-explanatory, with Psyshock to break special walls and end CM wars with Suicune and Focus Blast to hit what Psyshock can't.
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Florges has great synergy with Reuniclus, eating Bug and Dark-type attacks like a champion while providing Wish support to the team. This set is pretty standard, but I sometimes replace Protect with Synthesis, because it's got pretty good utility as well. Overall a pretty good 'mon, as always.
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Because Florges and Reuniclus both struggle with Steel-types, I needed a wallbreaker that could beat them. I decided not to use Entei in this Water-infested metagame, instead preferring to use something that could switch into them. This is yet another common set, and for good reason. It serves as a dangerous secondary stallbreaker that I can rely on to facilitate sweeps.
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Roost
- Aerial Ace
- Earthquake
Aerodactyl checks Flying-types for the team and checkmates a lot of Pokemon on offense as well. It manhandles most of UU's megas (Beedrill, Sceptile, Pidgeot, etc.) and functions as a great late-game cleaner thanks to its awesome stats. I'm running Earthquake on Aero because, as I mentioned, I need to beat Steel-types to better utilize Reuniclus. However, it is possible to run a lot of other moves, including Pursuit or Aqua Tail.
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Grass Knot
- Stealth Rock
- Roar
Empoleon sponges hits and walls a variety of threats, mostly Water-types and Mega Pidgeot, and also functions as a phazer and hazard setter. Not much to say here, other then the fact that it has good synergy with Florges. Grass Knot was added here as a way to deal actual damage to Feraligatr, because Aerodactyl can outspeed and KO it (Even when Gatr's at +1) with that prior damage. Removing Defog from Empoleon also means that it is under less pressure to serve as a check for many threats and a utility mon.
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Defog
- Dragon Tail
- Toxic
- Roost
Because I had no other ideas for what to put in the 6th slot of this team, I just kind of slapped bulky Mence on and it turned out to be pretty awesome. Its primary function is to check Fire-types incredibly well, but it also has a whole slew of other functions. Toxic helps Salamence wear down the walls that it can't beat, Dragon Tail allows it to stack hazard damage and kill the opposition's momentum, and Defog, though Empoleon already has it, really helps my team out if one of the two gets killed. I think this guy could be replaced with something else, though.
The Team As a Whole
Overall, this team is pretty good imo. I designed it with the idea of checking multiple playstyles at once, and it generally works in my favor. However, there are some weak points that can hurt my team (see the threatlist for more of that), and I feel like it can still be improved.Threatlist (Still Incomplete):
Feraligatr craps all over my team. Dragon Dance, Swords Dance, it's all the same. It's super threatening because most of my team can't do much to it, even if it only has one boost under its belt. SD is a lot easier to check, primarily because of its lower speed stat compared to the DD set. Empoleon can roar it out at full health, but that's not likely, because Empoleon comes in to take hits throughout a match.
The Abomasnow set that really does damage to my team is the SD set, because the All-out Attacker version doesn't have as much attack investment and thus is easier to beat with Florges. However, SD crushes my team. Heracross can knock it out at full health, but that, again, is unlikely, because I need to use Heracross to check bulky Waters throughout a match.
I have no solid switch-ins to Shaymin. My best bet is to sacrifice something and then try to RK with Aerodactyl. Without Aero, though, Shaymin is an uncheckable threat to my team thanks to its great coverage and access to Seed Flare.
Scarf Chandelure isn't terribly hard to beat as long as Empoleon is at full health, but without that, even my Fire checks (Aero, Mence) can't handle it. However, the SubCM set is even more dangerous, and basically murders my whole team.
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: null Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Roost
- Aerial Ace
- Earthquake
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Defog
- Dragon Tail
- Toxic
- Roost
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: null Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Roost
- Aerial Ace
- Earthquake
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Defog
- Dragon Tail
- Toxic
- Roost
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