As you might know, Nintendo's VGC is a popular format, so there is a renewed interest in the Pokemon Showdown format. I find this format to be very fun and interesting, so I've been testing this team for a while. I've had moderate success with it, but my win rate is only about 70%, so I'd like to make some improvements.
On to the team and my analysis! (all pictures belong to arkeis.com)
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Crobat
Timid - Inner Focus - Focus Sash
6 HP/252 SpA/252 Speed
-Heat Wave
-Sunny Day
-Taunt
-Air Slash/HP Ground/Protect
Typhlosion
Modest - Blaze - Lum Berry
52 HP/4 Defense/200 spA/252 spe
-Heatwave
-Eruption
-Solarbeam
-Protect
My two leads, Crobat and Typhlosion. My general strategy is to SD with Crobat and either attack or protect with Typhlosion - if the situation calls, Crobat can taunt as well.
On subsequent turns, Typhlosion and Crobat take advantage of the sun with Heat Wave, Eruption, and Solarbeam.
Typhlosion's set takes full advantage of the sun. At full health, Eruption's damage is massive, even to 2x resisters. Solarbeam takes care of annoying water types who try to take the hits, and Heat Wave acts as backup in case Eruption's power becomes too low. His lum berry prevents him from being stopped by paralysis or sleep, and his EVs let him do severe damage with his attacks.
Crobat's final move is up in the air. Air Slash helps against Infernape who benefit from Sun, while HP Ground covers Heatran. Protect is an all-around good move as well, so its difficult choosing this last slot.
Exeggutor
Modest - Chlorophyll - Life Orb
6 HP/252 spA/252 speed
-Protect
-Solarbeam
-Psychic
-HP Ice
This Exeggutor acts as the second major damage dealer on the team. With STAB Solarbeam in the sun and STAB Psychic, he hits most opposing Pokemon for massive damage. He also outspeeds most things with his ability.
Protect lets him scout and bring some opponents into KO range without the risk of being KO'd by life orb or priority moves. HP Ice covers Garchomp, Mence and the Lati twins if needed.
EVs: I'm considering removing the defensive EVs for better power at th e risk of not surviving a hit. I'm not sure, however.
Rhyperior
This team is a Sunny Day team, so it is a little bit different from most Showdown teams that rely on trick room or rain. I built it from scratch (no model to start from), so there are a few problems that I've noticed from my own play testing that I have a hard time with
On to the team and my analysis! (all pictures belong to arkeis.com)
Crobat
Timid - Inner Focus - Focus Sash
6 HP/252 SpA/252 Speed
-Heat Wave
-Sunny Day
-Taunt
-Air Slash/HP Ground/Protect
Typhlosion
Modest - Blaze - Lum Berry
52 HP/4 Defense/200 spA/252 spe
-Heatwave
-Eruption
-Solarbeam
-Protect
My two leads, Crobat and Typhlosion. My general strategy is to SD with Crobat and either attack or protect with Typhlosion - if the situation calls, Crobat can taunt as well.
On subsequent turns, Typhlosion and Crobat take advantage of the sun with Heat Wave, Eruption, and Solarbeam.
Typhlosion's set takes full advantage of the sun. At full health, Eruption's damage is massive, even to 2x resisters. Solarbeam takes care of annoying water types who try to take the hits, and Heat Wave acts as backup in case Eruption's power becomes too low. His lum berry prevents him from being stopped by paralysis or sleep, and his EVs let him do severe damage with his attacks.
Crobat's final move is up in the air. Air Slash helps against Infernape who benefit from Sun, while HP Ground covers Heatran. Protect is an all-around good move as well, so its difficult choosing this last slot.
Exeggutor
Modest - Chlorophyll - Life Orb
6 HP/252 spA/252 speed
-Protect
-Solarbeam
-Psychic
-HP Ice
This Exeggutor acts as the second major damage dealer on the team. With STAB Solarbeam in the sun and STAB Psychic, he hits most opposing Pokemon for massive damage. He also outspeeds most things with his ability.
Protect lets him scout and bring some opponents into KO range without the risk of being KO'd by life orb or priority moves. HP Ice covers Garchomp, Mence and the Lati twins if needed.
EVs: I'm considering removing the defensive EVs for better power at th e risk of not surviving a hit. I'm not sure, however.
Rhyperior
Brave - Leftovers - Solid Rock
252 Attack/6 HP/252 special defense
31 speed IV.
-Sunny Day
-Rock Slide
-Earthquake
-Megahorn
Rhyperior is the sole Physical Pokemon on my team, my second sunny day user, and the Pokemon who covers my weaknesses. Earthquake takes care of Heatran and Fire Types who would take nothing from a Solarbeam or Eruption, and is complimented by the other Pokemons' protects; he can Megahorn Uxie and the Lati Twins; and he takes care of bulky flying types, such as Gyarados and Zapdos, quite well. He also helps out in Trick Room with a low 54 speed (31 speed IV). I'm on the fence whether I should go for lower speed or not - he ties with minimum speed base 55's, so if he goes lower he will be slower out of Trick Room and Faster inside it. I'm not sure which I'd prefer.
Overall, his main purpose is covering the weaknesses that naturally occur with a Sunny Day team.
---------------------------------------------------252 Attack/6 HP/252 special defense
31 speed IV.
-Sunny Day
-Rock Slide
-Earthquake
-Megahorn
Rhyperior is the sole Physical Pokemon on my team, my second sunny day user, and the Pokemon who covers my weaknesses. Earthquake takes care of Heatran and Fire Types who would take nothing from a Solarbeam or Eruption, and is complimented by the other Pokemons' protects; he can Megahorn Uxie and the Lati Twins; and he takes care of bulky flying types, such as Gyarados and Zapdos, quite well. He also helps out in Trick Room with a low 54 speed (31 speed IV). I'm on the fence whether I should go for lower speed or not - he ties with minimum speed base 55's, so if he goes lower he will be slower out of Trick Room and Faster inside it. I'm not sure which I'd prefer.
Overall, his main purpose is covering the weaknesses that naturally occur with a Sunny Day team.
This team is a Sunny Day team, so it is a little bit different from most Showdown teams that rely on trick room or rain. I built it from scratch (no model to start from), so there are a few problems that I've noticed from my own play testing that I have a hard time with
- Heatran, Zapdos, and Lati Twins: With the addition of Rhyperior, these are much easier to take care of - however, HP Grass Zapdos and too many strong hits from the others could make it difficult to beat them.
- Trick Room: If the TR team is played properly, my team of fast sweepers is ruined. I can stall it out with Protect, and Rhyperior helps, but 54 speed is still relatively high.
- Rain teams: I've got these covered for the most part, but if I fail to clear the rain in the same or next turn after it is set up, I'm basically done for.