Okay. Just when I was getting the hang of 4th gen, a whole new world erupts. After my initial attempt at a team failed miserably, I eventually came up with these guys. Although it's far from perfect, atleast I'm notching up a few wins. This is more-or-less what the team will be, give-or-take a monster or two to improve synergy and success.
Here we go:
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
- Earthquake
- Slack Off
- Stealth Rock
- Ice Fang
Something I hadn't really played with before was a sandstorm team. Hippowdon is physically bulky and gets sand up immediately. Stealth Rock for support. Earthquake for STAB. Ice Fang for extra coverage and to hit stuff in the air. And Slack Off for recovery, as he returns often to reinstate sand and wall. O speed IV's and Relaxed nature to ensure my weather is the last to take effect when facing Politoed or Ninetales.
Nattorei (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 Spd
Impish Nature (+Def, -SAtk)
- Toxic
- Protect
- Leech Seed
- Substitute
With sand damaging the opponent, I wanted a way to stall and increase the damage. Nattorei does this brilliantly. Toxic helps wear down the opponent. Leech Seed to do the same and recover Nattorei's health. Protect to stall a turn for extra damage/recovery. Substitute to hide behind and a free chance to Toxic/Seed when my opponent switches in a counter.
Doryuuzu (M) @ Life Orb
Trait: Sand Throw
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Rock Slide
- Rapid Spin
Dory has great synergy with Hippowdon. It's a beast in the sand. EQ and Rock Slide for coverage. Swords Dance to boost attack even further on the opponents switch. I've got rapid spin on there, but found I rarely get a chance to use it as Dory is so fragile. I am considering replacing the Life Orb with a Balloon.
Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
As my team abuses sand and hazards, I thought I could use a bit more on the field. Skarm is there to set up spikes and phaze to spread around the damage. Roost for obvious reasons and Brave Bird STAB is powerful and works great with roost to recover the damage. Shed Shell to escape Magnezone and Shandera.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs:
Timid Nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Substitute
- Roar
Heatran is there to take the fire attacks aimed at Skarm and grab the boost. I ran a scarf set in gen 4, which was great, but I always cringed when I saw opposing Heatran get a sub up. Fire Blast and Earth Power provide great coverage and Roar to phaze.
Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Hardy Nature
- Aromatherapy
- Softboiled
- Flamethrower
- Toxic
With multiple physical walls on the team, it appeared a special wall was neccessary. So Blissey made the final cut. It's a basic cleric set. Aromatherapy because the majority of my team hates being burnt or paralysed. Softboiled for recovery. Flamethrower so she's not absolutely useless against ghosts. And toxic helps stall, which is what my team kind of ended up focusing on.
So that is that. Politoed has been giving me quite a bit of grief, and I don't have a dedicated revenge killer. I could scarf Heatran, but kind of like him the way he is.
Any criticism you guys could provide would be greatly aprpeciated.
Here we go:
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
- Earthquake
- Slack Off
- Stealth Rock
- Ice Fang
Something I hadn't really played with before was a sandstorm team. Hippowdon is physically bulky and gets sand up immediately. Stealth Rock for support. Earthquake for STAB. Ice Fang for extra coverage and to hit stuff in the air. And Slack Off for recovery, as he returns often to reinstate sand and wall. O speed IV's and Relaxed nature to ensure my weather is the last to take effect when facing Politoed or Ninetales.
Nattorei (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 Spd
Impish Nature (+Def, -SAtk)
- Toxic
- Protect
- Leech Seed
- Substitute
With sand damaging the opponent, I wanted a way to stall and increase the damage. Nattorei does this brilliantly. Toxic helps wear down the opponent. Leech Seed to do the same and recover Nattorei's health. Protect to stall a turn for extra damage/recovery. Substitute to hide behind and a free chance to Toxic/Seed when my opponent switches in a counter.
Doryuuzu (M) @ Life Orb
Trait: Sand Throw
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Rock Slide
- Rapid Spin
Dory has great synergy with Hippowdon. It's a beast in the sand. EQ and Rock Slide for coverage. Swords Dance to boost attack even further on the opponents switch. I've got rapid spin on there, but found I rarely get a chance to use it as Dory is so fragile. I am considering replacing the Life Orb with a Balloon.
Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
As my team abuses sand and hazards, I thought I could use a bit more on the field. Skarm is there to set up spikes and phaze to spread around the damage. Roost for obvious reasons and Brave Bird STAB is powerful and works great with roost to recover the damage. Shed Shell to escape Magnezone and Shandera.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs:
Timid Nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Substitute
- Roar
Heatran is there to take the fire attacks aimed at Skarm and grab the boost. I ran a scarf set in gen 4, which was great, but I always cringed when I saw opposing Heatran get a sub up. Fire Blast and Earth Power provide great coverage and Roar to phaze.
Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Hardy Nature
- Aromatherapy
- Softboiled
- Flamethrower
- Toxic
With multiple physical walls on the team, it appeared a special wall was neccessary. So Blissey made the final cut. It's a basic cleric set. Aromatherapy because the majority of my team hates being burnt or paralysed. Softboiled for recovery. Flamethrower so she's not absolutely useless against ghosts. And toxic helps stall, which is what my team kind of ended up focusing on.
So that is that. Politoed has been giving me quite a bit of grief, and I don't have a dedicated revenge killer. I could scarf Heatran, but kind of like him the way he is.
Any criticism you guys could provide would be greatly aprpeciated.