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What type can my team be called?

Salamence @ Leftovers
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Dragon Dance
- Hidden Power [Flying]
- Rock Slide
- Earthquake

Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power [Fighting]

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Spikes
- Roar
- Protect
- Toxic

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Atk / 180 Spe
Adamant Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Hidden Power [Bug]

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 104 SpA / 152 Spe
Modest Nature
- Substitute
- Calm Mind
- Surf
- Ice Beam

This, is my team for gen 3 ou. Rate my team(I would love suggestions) and I'm curious to know what archetype my team is(hyper offense, spinner, mixed offence, sp or physical, etc).

By experience I know this team gets wrecked by zapdos's thunder and thunderbolt
 
I would probably call the team spikes offense given that it has spikes and 5 very offensive mons.

You're right that the team straight up loses to zap (and jolt, raikou) - you have 4 electric weak mons and no resist or special check.

Another thing to note is that you don't have a rock resist either, and your only physical check is a dd mence which is not good.

Without changing too much, I would suggest dropping salamence for offensive pert to have a rock resist, and suicune for a special check - blissey is too passive here, so it would have to be snorlax or registeel. I dig registeel here, but your team is somewhat weak to gengar then.

The reason why I'd drop those 2 is that aero and starmie profit from spikes the most. Dropping skarm or tar would no longer make it spikes offense imo, so the other two mons are the only options left.

Other things to note:

Your aerodactyl has hp fighting. Hp fighting ivs have 30 speed at max, meaning you will have 393 speed and always lose to jolt and other aero. I suggest hp flying over fighting to have a better midground for gengar.

I would probably lead tar or skarm to get the ball rolling with sand and spikes.

You could consider dropping rapid spin for psychic. This also improves your gengar matchup, and your team is so fast paced that there will be few instances where you actually want to spin. If you do change to registeel and pert, spin becomes a bit more valuable though.

Be aware that I have not tested any of my recommendations. Let me know if they work for you!
 
I would probably call the team spikes offense given that it has spikes and 5 very offensive mons.

You're right that the team straight up loses to zap (and jolt, raikou) - you have 4 electric weak mons and no resist or special check.

Another thing to note is that you don't have a rock resist either, and your only physical check is a dd mence which is not good.

Without changing too much, I would suggest dropping salamence for offensive pert to have a rock resist, and suicune for a special check - blissey is too passive here, so it would have to be snorlax or registeel. I dig registeel here, but your team is somewhat weak to gengar then.

The reason why I'd drop those 2 is that aero and starmie profit from spikes the most. Dropping skarm or tar would no longer make it spikes offense imo, so the other two mons are the only options left.

Other things to note:

Your aerodactyl has hp fighting. Hp fighting ivs have 30 speed at max, meaning you will have 393 speed and always lose to jolt and other aero. I suggest hp flying over fighting to have a better midground for gengar.

I would probably lead tar or skarm to get the ball rolling with sand and spikes.

You could consider dropping rapid spin for psychic. This also improves your gengar matchup, and your team is so fast paced that there will be few instances where you actually want to spin. If you do change to registeel and pert, spin becomes a bit more valuable though.

Be aware that I have not tested any of my recommendations. Let me know if they work for you!
Appreciate your efforts! Thanks for the suggestion of snorlax, it was on my mind but wanted some advice. Will definitely change hp fighting to flying. Once again thanks
 
HP Fighting isn’t a terrible move to slot for Aero here. It lets you guarantee revenge ko to avoid Ttar DD sweeping your team which is nice without a real rock resist. However this will result in Celebi being more of a problem for your team. So if you do swap out Salamence for Swampert like Janis105 suggested, then you’d definitely want hp bug or flying on your Aerodactyl.

Also, I’d generally consider Tyranitar the preferred lead here. Mixmence could be a nice lead slot for you here however, as it help enable your Tar by hitting Skarm/Pert for big damage. Zapdos will certainly be an issue. Thunder Wave on Starmie could help mitigate the Zapdos weakness. Something else to consider is something like def rachi (also helps to support your team through wish healing). Claydol is another consideration as spin support over Starmie as a Rock-resist and Thunder Bolt switchin. Though your team as currently constructed could probably skip a spinner and flesh out your team synergy with an alternative Zapdos answer in mind.
 
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