My Team has had some decent success recently, but on one occasion, got completely decimated. Just wondering what could be improved. The biggest problems seem to be Lucario, Weavile and Sleep/Status and stall teams. The most help is needed here. My main points are actually in each poke's second paragraph. The first is pretty standard stuff. Thunderbolt hits Gyarados stuff. Lets begin.
METAGROSS
Occa Berry
Adament
252 HP, 236 Atk, 12 Def, 8 Spe
Meteor Mash
Stealth Rock
Bullet Punch
Explosion
I've been using him as a suicide lead. Lay down Stealth rocks then unleash hell with Meteor Mashes. Bullet Punch KOs weakened Pokes and we explode when we're done. The occa berry protects me from fire attacks, allowing me to get in an extra strike.
The biggest issue I'm having here is taunt (obviously prevents my stealth rocking attempts), but the biggest threat I meet is Infernape. I usually send in my Heatran to take the fire attack if I haven't gotten rocks down, but that will be mentioned later. For taunters, I ussually try to out predict and hit them with a meteor mash as they taunt.
HEATRAN
Leftovers
4 HP, 252 SpA, 252 Spe
Fire Blast
Earth Power
Substitute
Toxic -> HP Grass
Heatran come in and takes fire attacks. Depending on the scenario, he'll switch out (Infernape [gengar loves close combats]), hide behind a sub (things that fear him) or unleash HP grass for things that get in the way (read: swampert). After that, STAB, often Flash Fired Fire Blasts burn things, while earth power hits things weak to it.
I really don't have any complaints about this guy. He works pretty well as is.
ROTOM-H
Choice Scarf
Timid
4 HP, 252 SpA, 252 Spe
Shadow Ball
Thunder Bolt -> Discharge
Overheat
Trick
Gengar has been replaced with the bulkier Rotom. Hopefully (haven't tested this out yet) Rotom will serve as a bulkier check, while still getting STAB Shadow Ball, along with STAB thunderbolt. Levitate stays and I trade Fighting for Fire. I've accepted Trick. Dropping my scarf for leftovers halfway through at the expense of my opponent is actually quite amusing.
SALAMENCE
Life Orb
Mild
84 Atk, 216 SpA, 208 Spe
Draco Meteor
Brick Break -> Earthquake
Flamethrower
Roost
Salamence comes in and usually starts off by using Draco Meteor. It's pure power ussually scares off what was there (or kills it quickly) and then Salamence usually brick breaks things till he switches out. Fire Blast/Flamethower for coverage, but I'm not sure on which one. I thought Fire Blast would be better (more power) but I've been getting screwed over on it's accuracy. Roost is to heal off Life orb/residual damage. I have changed to earthquake because before this, only Heatran carried a ground move, and that was causing some problems.
The only complaint about Salamence that I have is the Fire issue, stated above (resolved). He's been a great wall breaker/powerhouse so far.
STARMIE
Leftovers
Timid
136 HP, 156 Def, 216 Spe
Rapid Spin
Surf -> Recover
Thunder Bolt
Ice Beam
I had been running surf, but the lack of Ice moves was really starting to get me in deep trouble. So it was dropped in favor of Ice Beam. Starmie can also spin the rocks and spikes away to clear the way for whoever else can/needs to come in. Recover to keep her alive, Thunder Bolt for boltbeam with Ice Beam (mainly for Dragons and the like).
Starmie used to annoy me, but the problems were solved with the arrival of Ice Beam. This is basically the only member of the team I REALLY don't want to drop (and maybe Metagross). She can really save my team when I'm in a hole.
SCIZOR
Life Orb -> Choice Band
Adament
32 HP, 252 Atk, 224 Spe -> 176 HP, 252 Atk, 76 SpD, 4 Spe
Swords Dance -> U-Turn
Bullet Punch
Brick Break -> Super Power
X-Scissor -> Pursuit
Choice Banded Scizor I'm going to se as a scout. U-Turn in and out, or Bullet punch for a quick kill. Pursuit helps with ghosts/psychics and super power for power.
Ahhh, Scizor. So far, the only thing he has done for me in the past six or so games is bullet punch a weakened thing to death. This is the member I am most willing to replace, as long as my replacement has a priority move.
Now that he's changed a bit, I'm going to give him a chance.
FORMER MEMBERS
GENGAR
Choice Scarf
Hasty
4 Def, 252 SpA, 252 Spe -> 80 Atk, 252 SpA, 176 Spe
Thunderbolt
Shadow Ball
Focus Blast
Explosion
Gengar usually comes in on fighters and waters, using thunder bolt and, on occasion, shadow ball to scare things off. I actually haven't needed to blow him up yet, but he can come in and detonate to take out a big threat. Choice Scarf helps me get the first strike, which is especially useful for explosion.
Just as with Heatran, I have very few gripes about this guy. He gets the job done and then gets out fast.
So, as I said before, I got messed up really bad and really couldn't recover from it. Just looking for some help here.
METAGROSS
Occa Berry
Adament
252 HP, 236 Atk, 12 Def, 8 Spe
Meteor Mash
Stealth Rock
Bullet Punch
Explosion
I've been using him as a suicide lead. Lay down Stealth rocks then unleash hell with Meteor Mashes. Bullet Punch KOs weakened Pokes and we explode when we're done. The occa berry protects me from fire attacks, allowing me to get in an extra strike.
The biggest issue I'm having here is taunt (obviously prevents my stealth rocking attempts), but the biggest threat I meet is Infernape. I usually send in my Heatran to take the fire attack if I haven't gotten rocks down, but that will be mentioned later. For taunters, I ussually try to out predict and hit them with a meteor mash as they taunt.
HEATRAN
Leftovers
4 HP, 252 SpA, 252 Spe
Fire Blast
Earth Power
Substitute
Toxic -> HP Grass
Heatran come in and takes fire attacks. Depending on the scenario, he'll switch out (Infernape [gengar loves close combats]), hide behind a sub (things that fear him) or unleash HP grass for things that get in the way (read: swampert). After that, STAB, often Flash Fired Fire Blasts burn things, while earth power hits things weak to it.
I really don't have any complaints about this guy. He works pretty well as is.
ROTOM-H
Choice Scarf
Timid
4 HP, 252 SpA, 252 Spe
Shadow Ball
Thunder Bolt -> Discharge
Overheat
Trick
Gengar has been replaced with the bulkier Rotom. Hopefully (haven't tested this out yet) Rotom will serve as a bulkier check, while still getting STAB Shadow Ball, along with STAB thunderbolt. Levitate stays and I trade Fighting for Fire. I've accepted Trick. Dropping my scarf for leftovers halfway through at the expense of my opponent is actually quite amusing.
SALAMENCE
Life Orb
Mild
84 Atk, 216 SpA, 208 Spe
Draco Meteor
Brick Break -> Earthquake
Flamethrower
Roost
Salamence comes in and usually starts off by using Draco Meteor. It's pure power ussually scares off what was there (or kills it quickly) and then Salamence usually brick breaks things till he switches out. Fire Blast/Flamethower for coverage, but I'm not sure on which one. I thought Fire Blast would be better (more power) but I've been getting screwed over on it's accuracy. Roost is to heal off Life orb/residual damage. I have changed to earthquake because before this, only Heatran carried a ground move, and that was causing some problems.
The only complaint about Salamence that I have is the Fire issue, stated above (resolved). He's been a great wall breaker/powerhouse so far.
STARMIE
Leftovers
Timid
136 HP, 156 Def, 216 Spe
Rapid Spin
Surf -> Recover
Thunder Bolt
Ice Beam
I had been running surf, but the lack of Ice moves was really starting to get me in deep trouble. So it was dropped in favor of Ice Beam. Starmie can also spin the rocks and spikes away to clear the way for whoever else can/needs to come in. Recover to keep her alive, Thunder Bolt for boltbeam with Ice Beam (mainly for Dragons and the like).
Starmie used to annoy me, but the problems were solved with the arrival of Ice Beam. This is basically the only member of the team I REALLY don't want to drop (and maybe Metagross). She can really save my team when I'm in a hole.
SCIZOR
Life Orb -> Choice Band
Adament
32 HP, 252 Atk, 224 Spe -> 176 HP, 252 Atk, 76 SpD, 4 Spe
Swords Dance -> U-Turn
Bullet Punch
Brick Break -> Super Power
X-Scissor -> Pursuit
Choice Banded Scizor I'm going to se as a scout. U-Turn in and out, or Bullet punch for a quick kill. Pursuit helps with ghosts/psychics and super power for power.
Ahhh, Scizor. So far, the only thing he has done for me in the past six or so games is bullet punch a weakened thing to death. This is the member I am most willing to replace, as long as my replacement has a priority move.
Now that he's changed a bit, I'm going to give him a chance.
FORMER MEMBERS
GENGAR
Choice Scarf
Hasty
4 Def, 252 SpA, 252 Spe -> 80 Atk, 252 SpA, 176 Spe
Thunderbolt
Shadow Ball
Focus Blast
Explosion
Gengar usually comes in on fighters and waters, using thunder bolt and, on occasion, shadow ball to scare things off. I actually haven't needed to blow him up yet, but he can come in and detonate to take out a big threat. Choice Scarf helps me get the first strike, which is especially useful for explosion.
Just as with Heatran, I have very few gripes about this guy. He gets the job done and then gets out fast.
So, as I said before, I got messed up really bad and really couldn't recover from it. Just looking for some help here.