I've been playing around with this team for a few weeks now and while it's not bad, I think it still has room for improvement. The idea of this team is to clear a path for a Magmortar sweep.
(Magmortar) (M) @ Assault Vest
Ability: Flame Body
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Flame Charge
- Focus Blast
Magmortar is the offensive core of this team. I gave it an Assault Vest to make it more resistant against any special attacks coming at it. I chose Flame Body over Vital Spirit since I don't have a problem with the opponent trying to put me to sleep, and because of the potential to burn physical attackers on contact. Fire Blast is the main STAB, Thunderbolt and Focus Blast are good for coverage, and Flame Charge is there to get Magmortar's Speed up (Even one Flame Charge lets it outspeed a ton of stuff).
Samurott (M) @ Lum Berry
Ability: Shell Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Knock Off
Samurott forms the other half of the team's core. I decided to give this set a Lum Berry since I find that it really helps Samurott avoid getting burned or paralyzed while trying to get up a Swords Dance. EVs are straightforward, Jolly nature to get max. speed. Waterfall is the main STAB move, Aqua Jet is meant to revenge kill and get around potential Sucker Punches. Knock Off is there for the Pokemon who resist Water-types, and of course it's good for getting rid of their items.
Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Toxic
- Recover
- Stealth Rock
- Seed Bomb
Part of what I'm trying to improve is Cradily's performance potential. I run a Specially Defensive set with physically attacking moves and a Careful nature. Seed Bomb is the main Grass coverage move, and I used to have Stone Edge on it until more recently. The reason I switched from SE to Toxic was to get stuff like Calm Mind Audino, which is a major headache for me (I might switch back, not entirely sure yet.) Recover increases vitality and Stealth Rock is there to set up hazards while the opponent switches out whatever it is Cradily is walling.
Weezing (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Flamethrower
- Pain Split
- Sludge Bomb
Weezing's role is to switch into physical attackers that Magmortar doesn't want to face. Will-O-Wisp is for neutering the likes of Hitmonchan and Malamar. Flamethrower is for Sub KlingKlang, so it doesn't get an easy set up. Pain Split and Black Sludge are all I've got for recovery, but they work. Sludge Bomb over Sludge Wave because of the poison chance, plus it still hits hard against Grass-types.
Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Energy Ball
- Healing Wish
Mesprit is here to provide more coverage that I felt was really needed. This is a standard Offensive 3 Moves set. Psychic is for stuff like non-Scarfed Primeape and Weezing, Signal Beam is for taking out Malamar and Shiftry, and Energy Ball is for Lanturn and other Water-types Magmortar would have trouble with. Obviously I'm using a Life Orb over a Colbur Berry because I'm not setting up Calm Minds. Healing Wish is really useful in healing a teammate when Mesprit is about to go down.
Primeape (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Night Slash
- U-turn
This is what I usually lead with. Primeape serves more a pivot role here with U-Turn. The idea with him was to have a revenge killer, and I'm still trying to work out which moves to use since he's got a pretty good movepool. As of now I have Close Combat for STAB, U-Turn for pivoting, EQ for coverage against Manectric and Lanturn, and Night Slash so Primeape can hit Mismagius. It's Scarfed right now because it outspeeds a lot with it, but I'm considering a Band to see how much more damage it can do. I picked Vital Spirit over Defiant in the event I end up against a Smeargle lead.
And that's the team. Any help is appreciated, thank you for taking time to look at this.
(Magmortar) (M) @ Assault Vest
Ability: Flame Body
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Flame Charge
- Focus Blast
Magmortar is the offensive core of this team. I gave it an Assault Vest to make it more resistant against any special attacks coming at it. I chose Flame Body over Vital Spirit since I don't have a problem with the opponent trying to put me to sleep, and because of the potential to burn physical attackers on contact. Fire Blast is the main STAB, Thunderbolt and Focus Blast are good for coverage, and Flame Charge is there to get Magmortar's Speed up (Even one Flame Charge lets it outspeed a ton of stuff).
Samurott (M) @ Lum Berry
Ability: Shell Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Knock Off
Samurott forms the other half of the team's core. I decided to give this set a Lum Berry since I find that it really helps Samurott avoid getting burned or paralyzed while trying to get up a Swords Dance. EVs are straightforward, Jolly nature to get max. speed. Waterfall is the main STAB move, Aqua Jet is meant to revenge kill and get around potential Sucker Punches. Knock Off is there for the Pokemon who resist Water-types, and of course it's good for getting rid of their items.
Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Toxic
- Recover
- Stealth Rock
- Seed Bomb
Part of what I'm trying to improve is Cradily's performance potential. I run a Specially Defensive set with physically attacking moves and a Careful nature. Seed Bomb is the main Grass coverage move, and I used to have Stone Edge on it until more recently. The reason I switched from SE to Toxic was to get stuff like Calm Mind Audino, which is a major headache for me (I might switch back, not entirely sure yet.) Recover increases vitality and Stealth Rock is there to set up hazards while the opponent switches out whatever it is Cradily is walling.
Weezing (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Flamethrower
- Pain Split
- Sludge Bomb
Weezing's role is to switch into physical attackers that Magmortar doesn't want to face. Will-O-Wisp is for neutering the likes of Hitmonchan and Malamar. Flamethrower is for Sub KlingKlang, so it doesn't get an easy set up. Pain Split and Black Sludge are all I've got for recovery, but they work. Sludge Bomb over Sludge Wave because of the poison chance, plus it still hits hard against Grass-types.
Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Energy Ball
- Healing Wish
Mesprit is here to provide more coverage that I felt was really needed. This is a standard Offensive 3 Moves set. Psychic is for stuff like non-Scarfed Primeape and Weezing, Signal Beam is for taking out Malamar and Shiftry, and Energy Ball is for Lanturn and other Water-types Magmortar would have trouble with. Obviously I'm using a Life Orb over a Colbur Berry because I'm not setting up Calm Minds. Healing Wish is really useful in healing a teammate when Mesprit is about to go down.
Primeape (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Night Slash
- U-turn
This is what I usually lead with. Primeape serves more a pivot role here with U-Turn. The idea with him was to have a revenge killer, and I'm still trying to work out which moves to use since he's got a pretty good movepool. As of now I have Close Combat for STAB, U-Turn for pivoting, EQ for coverage against Manectric and Lanturn, and Night Slash so Primeape can hit Mismagius. It's Scarfed right now because it outspeeds a lot with it, but I'm considering a Band to see how much more damage it can do. I picked Vital Spirit over Defiant in the event I end up against a Smeargle lead.
And that's the team. Any help is appreciated, thank you for taking time to look at this.