So, I've been playing pokemon for a few years now, and play with some of my friends. Now I want to take it to the next level. I thought the upcoming new generation would be perfect for this, and so after doing some research, this is what I have come up with...
move 1: Dragon Dance
move 2: Crunch
move 3: Stone edge
move 4: ThunderPunch
item: Focus Sash
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
This guy sets up the sandstorms for doryuzuu, negates drought/drizzle and often forces a switch, giving it the chance to use dragon dance, before attempting to sweep the opponent. Crunch hits the psychics and ghosts, whith stone edge for fire, bug, and flying. T-punch hits waters and fightings. The Focus sash ensures he can get in a dragon dance, so that he can outspeed an opponent, or revenge kill an opponent.
move 1: Calm Mind
move 2: Shadow Ball
move 3: Substitute
move 4: Flamethrower
item: Life Orb
ability: Flash Fire
evs: 4 HP/252 SpA/252 Spe
nature: Timid
This guy can switch in on fire attacks for a nice boost, force a switch and then substitute. after that, he can set up a calm mind, or attack. I find he can dish out some pain even without calm mind. Shadow ball hits psychics that kill rooposhin, and flamethrower kills grasses that try and kill my ground types. I have noticed that he has a hard time setting up substitutes, or that once they go up, they get dismantled before I can get up a calm mind, so he might be too fast. I might change his nature to timid and switch the Hp and Speed EVs.
move 1: Butterfly Dance
move 2: Flame Dance
move 3: Bug Buzz
move 4: Morning Sun
item: Leftovers
abitily: Flame Body
nature: Timid
evs: 252 HP / 96 Def / 160 Spe
This guy has the defenses to get some butterfly dances and often forces a switch. He then can attack, or morning sun off any damage. Leftovers also neutralizes sandstorm damage if tyranitar has been out already. He switches in on ninetails nicely, or grasses that try to stall it out. His flamebody also foils many physical sweepers, and bug buzz helps to kill psychics trying to kill roopushin, or set up a tick room. Doryuzuu usualy has to rapid spin away stealth rocks for him, unless I lead with him.
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Rock Slide
move 4: Rapid Spin
item: Balloon
ability: Sand force?
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
He Works with Tyranitar to get a speed boost. he then can clear away any entry hazards on my field (and helps Uglamoth get in). Earthquake hits fires, rocks steels (other doryuzuu). rock slide hits flying types. I havent yet been able to set up a sword dance, so I might drop it. He
He's never yet been outspeed in the sand, so he makes a nice revenge killer. He also usually forces a switch, so he can rapid spin.
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Mach Punch
move 4: Payback
item: Expert Belt
ability: Guts
nature: Adamant
evs: 120 HP / 252 Atk / 136 SpD
This guy clears away threats like doryuzuu with mach punch. drain punch helps for recovery. Bulk up usualy get used on the first turn, (usualy lead with him.) while the opponent switches, then I mach punch what ever they send out. Payback dosent see much use, as he usualy switches when he sees a psychic or ghost. If he switches into toxic he also gets a boost from guts. Mach punch can hit enemy doryuzuu, or other rock, steel or ground types nicely. He often ends up asleep or paralyzed so I might switch his expert belt for a lum berry.
name: Standard
move 1: Spikes
move 2: Leech Seed
move 3: Gyro Ball
move 4: Power Whip
nature: Sassy
item: Shed Shell
evs: 252 HP / 248 SpDef / 8 Def
This guy mainly just takes out waters and grounds the other guys hate. Leech seed gives him some recovery, and spikes is always usefull. gyro ball hasent seen much use yet, so protect might work better. I may just drop this guy, although he does lure fire atacks with his typing, so that shanderra gets a boost.
So, what do you think? I apologize if this is a noob team, its my first "competitve" team. Thanks in advance!
move 1: Dragon Dance
move 2: Crunch
move 3: Stone edge
move 4: ThunderPunch
item: Focus Sash
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
This guy sets up the sandstorms for doryuzuu, negates drought/drizzle and often forces a switch, giving it the chance to use dragon dance, before attempting to sweep the opponent. Crunch hits the psychics and ghosts, whith stone edge for fire, bug, and flying. T-punch hits waters and fightings. The Focus sash ensures he can get in a dragon dance, so that he can outspeed an opponent, or revenge kill an opponent.
move 1: Calm Mind
move 2: Shadow Ball
move 3: Substitute
move 4: Flamethrower
item: Life Orb
ability: Flash Fire
evs: 4 HP/252 SpA/252 Spe
nature: Timid
This guy can switch in on fire attacks for a nice boost, force a switch and then substitute. after that, he can set up a calm mind, or attack. I find he can dish out some pain even without calm mind. Shadow ball hits psychics that kill rooposhin, and flamethrower kills grasses that try and kill my ground types. I have noticed that he has a hard time setting up substitutes, or that once they go up, they get dismantled before I can get up a calm mind, so he might be too fast. I might change his nature to timid and switch the Hp and Speed EVs.
move 1: Butterfly Dance
move 2: Flame Dance
move 3: Bug Buzz
move 4: Morning Sun
item: Leftovers
abitily: Flame Body
nature: Timid
evs: 252 HP / 96 Def / 160 Spe
This guy has the defenses to get some butterfly dances and often forces a switch. He then can attack, or morning sun off any damage. Leftovers also neutralizes sandstorm damage if tyranitar has been out already. He switches in on ninetails nicely, or grasses that try to stall it out. His flamebody also foils many physical sweepers, and bug buzz helps to kill psychics trying to kill roopushin, or set up a tick room. Doryuzuu usualy has to rapid spin away stealth rocks for him, unless I lead with him.
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Rock Slide
move 4: Rapid Spin
item: Balloon
ability: Sand force?
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
He Works with Tyranitar to get a speed boost. he then can clear away any entry hazards on my field (and helps Uglamoth get in). Earthquake hits fires, rocks steels (other doryuzuu). rock slide hits flying types. I havent yet been able to set up a sword dance, so I might drop it. He
He's never yet been outspeed in the sand, so he makes a nice revenge killer. He also usually forces a switch, so he can rapid spin.
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Mach Punch
move 4: Payback
item: Expert Belt
ability: Guts
nature: Adamant
evs: 120 HP / 252 Atk / 136 SpD
This guy clears away threats like doryuzuu with mach punch. drain punch helps for recovery. Bulk up usualy get used on the first turn, (usualy lead with him.) while the opponent switches, then I mach punch what ever they send out. Payback dosent see much use, as he usualy switches when he sees a psychic or ghost. If he switches into toxic he also gets a boost from guts. Mach punch can hit enemy doryuzuu, or other rock, steel or ground types nicely. He often ends up asleep or paralyzed so I might switch his expert belt for a lum berry.
name: Standard
move 1: Spikes
move 2: Leech Seed
move 3: Gyro Ball
move 4: Power Whip
nature: Sassy
item: Shed Shell
evs: 252 HP / 248 SpDef / 8 Def
This guy mainly just takes out waters and grounds the other guys hate. Leech seed gives him some recovery, and spikes is always usefull. gyro ball hasent seen much use yet, so protect might work better. I may just drop this guy, although he does lure fire atacks with his typing, so that shanderra gets a boost.
So, what do you think? I apologize if this is a noob team, its my first "competitve" team. Thanks in advance!