Hey guys, I just wanted to see if my team was any good. I've only played competitively on pokelab, so I thought I might be able to get some feedback.
at a glance:
(was
, now
)(was
, now
Lead:
Groudon @ leftovers
impish nature
(was jolly)
evs:
252hp/6atk/252def
(used to be 252 atk/ 6 def/ 252 spe)
attacks:
- stealth rock
- thunder wave (was rock polish)
- earthquake
- dragon claw
I understand that it doesn't make much sense for such an offensively-based groudon to run stealth rock, but it really helps, even if it is only 12.5% hp they lose each switch. after I set up stealth rock, I either rock polish then sweep or switch to something to take care of the threat. EQ and dragon claw provide STAB and coverage, respectively.
The special sweeper:
Darkrai @ life orb
timid nature
EVs: 6 hp/ 252 spa/ 252 spe
attacks:
-dark void
-nasty plot
-dark pulse
-focus blast
straightforward Darkrai. I dark void for switch, nasty plot on the switch, then sweep with the nearly unresisted dark/fighting combo.
The physical sweeper:
ho-oh @ life orb
Adamant
(was jolly nature)
114hp/252atk/144spe
(was 252 atk/6spd/252spe)
attacks:
-sacred fire
-brave bird
-substitute (was punishment)
-roost
Sacred fire obliterates anything that doesn't resist it in the sun, and burns are annoying as hell. Brave bird lets me do something to Pokemon like Rayquaza. SubRoost is very annoying (so I've heard), and can have quite a bit of survivability. Roost is so that LO, SR, and enemy attacks can't kill it too fast.
The backup physical sweeper:
Scizor @ occa berry
Jolly nature
248 HP / 252 Atk / 10 Spe
moves:
-agility
-Iron head (was bullet punch)
-bug bite
-pursuit
Agility boosts scizor's appauling speed, which is even worse with only 10 speed evs. However, after an agility, he can outrun things like lati@s, arceus with an EV restrictment, and a few other threats (as long as they aren't scarfed). Iron head is pretty strong after STAB, and agility means it could flinch a thing or two. Pursuit is strong after technician, and hits a lot of ubers for super-effective damage. Bug bite is used over u-turn as scizor will want to stay in more than switch out so that it can keep its agility boost. The occa berry means it can take some weak fire attacks, like HP fire.
The wallbreaker:
(was
)
Rayquaza @ life orb
naive nature
6 atk/252 spa/252spe
Attacks:
-dragon dance
-dragon pulse
-flamethrower
-dragon claw
Dragon dance boosts its speed to huge levels and its attack to an acceptable level, even without many EVs. Dragon pulse and dragon claw get STAB, and flamethrower hits steel-types like skarmory.
The spinner
(was
as a surprise)
Forretress @ leftovers
Sassy nature
Evs:
252hp/6def/252spd
0spe IV
Moves
-rapid spin
-toxic spikes
-payback
-gyro ball
Rapid spin is for spinning away the stealth rocks that kill ho-oh. Toxic spikes is helpful for wallbreaking; giratina is probably the only wall that has rest. Payback hits any spinblockers and the many psychic-type ubers for super effective damage. Gyro ball is very strong, since most ubers are incredibly fast and forrestress with the nature and IVs will hit a lot of ubers for a lot of STAB damage.
(was Jirachi @ damp rock
naive nature
164atk/168spa/176spe
Attacks:
-rain dance
-thunder
-iron head
-draco meteor
Rain dance is for thunder's accuracy, but can be skipped if the other team has a kyogre. iron head is (obviosly) for flinching things and STAB physical attack. Thunder is good for usually paralyzing things as well as wrecking kyogre, who is wrecked even more if it paralyzes it. Draco meteor hits the many dragon types of the uber tier super effectively, though unfortunately halves Jirachi's SpAtk, reducing its usefulness when trying to sweep. The speed evs let me ouspeed unboosted groudon and kyogre, though most importantly groudon. Since he is immune to thunder, I need to outspeed him initially to flinch him. )
at a glance:
Lead:
Groudon @ leftovers
impish nature
(was jolly)
evs:
252hp/6atk/252def
(used to be 252 atk/ 6 def/ 252 spe)
attacks:
- stealth rock
- thunder wave (was rock polish)
- earthquake
- dragon claw
I understand that it doesn't make much sense for such an offensively-based groudon to run stealth rock, but it really helps, even if it is only 12.5% hp they lose each switch. after I set up stealth rock, I either rock polish then sweep or switch to something to take care of the threat. EQ and dragon claw provide STAB and coverage, respectively.
The special sweeper:
Darkrai @ life orb
timid nature
EVs: 6 hp/ 252 spa/ 252 spe
attacks:
-dark void
-nasty plot
-dark pulse
-focus blast
straightforward Darkrai. I dark void for switch, nasty plot on the switch, then sweep with the nearly unresisted dark/fighting combo.
The physical sweeper:
ho-oh @ life orb
Adamant
(was jolly nature)
114hp/252atk/144spe
(was 252 atk/6spd/252spe)
attacks:
-sacred fire
-brave bird
-substitute (was punishment)
-roost
Sacred fire obliterates anything that doesn't resist it in the sun, and burns are annoying as hell. Brave bird lets me do something to Pokemon like Rayquaza. SubRoost is very annoying (so I've heard), and can have quite a bit of survivability. Roost is so that LO, SR, and enemy attacks can't kill it too fast.
The backup physical sweeper:
Scizor @ occa berry
Jolly nature
248 HP / 252 Atk / 10 Spe
moves:
-agility
-Iron head (was bullet punch)
-bug bite
-pursuit
Agility boosts scizor's appauling speed, which is even worse with only 10 speed evs. However, after an agility, he can outrun things like lati@s, arceus with an EV restrictment, and a few other threats (as long as they aren't scarfed). Iron head is pretty strong after STAB, and agility means it could flinch a thing or two. Pursuit is strong after technician, and hits a lot of ubers for super-effective damage. Bug bite is used over u-turn as scizor will want to stay in more than switch out so that it can keep its agility boost. The occa berry means it can take some weak fire attacks, like HP fire.
The wallbreaker:
Rayquaza @ life orb
naive nature
6 atk/252 spa/252spe
Attacks:
-dragon dance
-dragon pulse
-flamethrower
-dragon claw
Dragon dance boosts its speed to huge levels and its attack to an acceptable level, even without many EVs. Dragon pulse and dragon claw get STAB, and flamethrower hits steel-types like skarmory.
The spinner
Forretress @ leftovers
Sassy nature
Evs:
252hp/6def/252spd
0spe IV
Moves
-rapid spin
-toxic spikes
-payback
-gyro ball
Rapid spin is for spinning away the stealth rocks that kill ho-oh. Toxic spikes is helpful for wallbreaking; giratina is probably the only wall that has rest. Payback hits any spinblockers and the many psychic-type ubers for super effective damage. Gyro ball is very strong, since most ubers are incredibly fast and forrestress with the nature and IVs will hit a lot of ubers for a lot of STAB damage.
(was Jirachi @ damp rock
naive nature
164atk/168spa/176spe
Attacks:
-rain dance
-thunder
-iron head
-draco meteor
Rain dance is for thunder's accuracy, but can be skipped if the other team has a kyogre. iron head is (obviosly) for flinching things and STAB physical attack. Thunder is good for usually paralyzing things as well as wrecking kyogre, who is wrecked even more if it paralyzes it. Draco meteor hits the many dragon types of the uber tier super effectively, though unfortunately halves Jirachi's SpAtk, reducing its usefulness when trying to sweep. The speed evs let me ouspeed unboosted groudon and kyogre, though most importantly groudon. Since he is immune to thunder, I need to outspeed him initially to flinch him. )