Hi people of Smogon, I just recently decided to get into Competitive after playing since Red. I looked around and put together a team that I've tested in Showdown and liked quite a bit, but it has some serious weaknesses. If anyone could simply give me tips that would be fantastic.
Edits in Blue
#1: Coitus Killer
Cloyster @White Herb Focus Sash
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Blast
- Icicle Spear
- Razor Shell
- Shell Smash
This seems to be a standard Skill Link Cloyster setup, and I've really enjoyed using it. Unfortunately, I cannot get the hang of when to switch to it, and often get OHKO'd before even getting a chance to attack, much less Shell Smash effectively. I like using it, but I think I mostly just need to learn to better. And for background, the razor shell is there to provide some water STAB to take out any fire types switched in, but it hasn't been overly effective. Focus Sash is so I get a mostly guaranteed shell smash.
#2:Simirror CuddleDeath
Gengar @ Choice Scarf Azumarill @ Choice Band
Ability: Levitate Ability: Huge Power
EVs: 4 HP / 252 SpA / 252 Spe EVs: 228 HP / 252 Atk / 28 Spe
Timid Nature Adamant Nature
- Thunderbolt - Aqua Jet
- Shadow Ball - Play Rough
- Sludge Bomb - Waterfall
- Dazzling Gleam - Superpower
I used Gengar through my entire original X playthrough, and I love the speed and power this thing packs. With dazzling gleam and the rest of the coverage, it's saved me a couple of times in competitive, but it really hasn't been as effective as I'd hoped. I really wouldn't mind replacing it, especially because my Goodra ends up filling the same role in better ways most of the time. Azumarill seems like kind of an odd replacement for Gengar, but as I said, Goodra can often fill its role and this is something I really needed on my team. Huge Power and Choice Band gives it an insane amount of attack power, and aqua jet can often OHKO with priority. It also benefits more from my Scolipede's Baton Pass and can sweep after removing counters.
#3: Foxbat
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 Def / 16 Spe
Impish Nature
- Protect
- Substitute
- Toxic
- Earthquake
This thing is my saving grace as of late. It works incredibly well as a physical wall and has great resistance coverage compared to the rest of my team. Toxic stalling has allowed me to win quite a few times, but I do often find myself running into a flying type/Levitate user and I can't do anything but spam useless moves and hope it faints from Toxic.
#4: Kelsey
Goodra @Choice Specs Assault Vest
Ability:Gooey Sap Sipper
EVs: 232 HP / 252 SpA / 24 SpD
Modest Nature
- Draco Meteor
- Fire Blast
- Thunderbolt
- Sludge Wave
Goodra has been pretty dang useful, being able to take practically any special hit, and surprisingly, quite a few physical ones as well. It also hits pretty hard and has been able to take out more than a few pokemon.However, none of its abilities are really that great for this moveset and it has kind of a redundant role with gengar on the team as well. With Assault Vest and Sap Sipper, I can now switch into basically any of Azumarill's counters, take them out, and switch back.
#5: Pimpin'
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Protect
- Baton Pass
- Megahorn
This is my lead for the majority of the time, often getting in one or two swords dances, protecting, and then passing on the attack and speed to something like Cloyster or Scizor. However, half the time, it's been working better to stay in and use Megahorn than pass to either of those. The sash has saved me quite a few times though.
#6:Wolverine Burnt Tips
Scizor @ Scizorite Charizard @ Charizardite X
Ability: Technician Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe 144 HP / 252 Atk / 112 Spe
Adamant Nature Adamant Nature
- Swords Dance - Dragon Dance
- Bullet Punch - Dragon Claw
- Bug Bite - Fire Punch
- Roost - Roost
Now theoretically this should be a fantastic member of my team. I've seen it used really well, taking out whole teams with a couple of swords dances and priority technician bullet punch. But for me, this has seemed to be kind of a frail, seldom useful 'mon. Even with a swords dance, bullet punch often fails to take out opponents, and roost has yet to be helpful.
I tried making recommended edits to scizor, but it really just kept falling short. Charizard is great because I can use it in a very similar way, but it covers my weaknesses better and gives me an additional bulky sweeper with a recovery option. He wins me a lot of battles, especially by avoiding the mega until after an EQ goes off, leaving me immune to it.
I've had some good wins with this team, but I've had a LOT more bad losses. Two massive weaknesses I've noticed are Fighting moves like Close Combat and entry hazards. I know Rapid Spin can help with the hazards, but I don't know where I'd fit it in. I would really appreciate any help that I can get, even just as a general thing since I'm so new to this whole scene. Thanks in advance!
Edits in Blue
#1: Coitus Killer
Cloyster @
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Blast
- Icicle Spear
- Razor Shell
- Shell Smash
This seems to be a standard Skill Link Cloyster setup, and I've really enjoyed using it. Unfortunately, I cannot get the hang of when to switch to it, and often get OHKO'd before even getting a chance to attack, much less Shell Smash effectively. I like using it, but I think I mostly just need to learn to better. And for background, the razor shell is there to provide some water STAB to take out any fire types switched in, but it hasn't been overly effective. Focus Sash is so I get a mostly guaranteed shell smash.
#2:
I used Gengar through my entire original X playthrough, and I love the speed and power this thing packs. With dazzling gleam and the rest of the coverage, it's saved me a couple of times in competitive, but it really hasn't been as effective as I'd hoped. I really wouldn't mind replacing it, especially because my Goodra ends up filling the same role in better ways most of the time.
#3: Foxbat
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 Def / 16 Spe
Impish Nature
- Protect
- Substitute
- Toxic
- Earthquake
This thing is my saving grace as of late. It works incredibly well as a physical wall and has great resistance coverage compared to the rest of my team. Toxic stalling has allowed me to win quite a few times, but I do often find myself running into a flying type/Levitate user and I can't do anything but spam useless moves and hope it faints from Toxic.
#4: Kelsey
Goodra @
Ability:
EVs: 232 HP / 252 SpA / 24 SpD
Modest Nature
- Draco Meteor
- Fire Blast
- Thunderbolt
- Sludge Wave
Goodra has been pretty dang useful, being able to take practically any special hit, and surprisingly, quite a few physical ones as well. It also hits pretty hard and has been able to take out more than a few pokemon.
#5: Pimpin'
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Protect
- Baton Pass
- Megahorn
This is my lead for the majority of the time, often getting in one or two swords dances, protecting, and then passing on the attack and speed to something like Cloyster or Scizor. However, half the time, it's been working better to stay in and use Megahorn than pass to either of those. The sash has saved me quite a few times though.
#6:
Now theoretically this should be a fantastic member of my team. I've seen it used really well, taking out whole teams with a couple of swords dances and priority technician bullet punch. But for me, this has seemed to be kind of a frail, seldom useful 'mon. Even with a swords dance, bullet punch often fails to take out opponents, and roost has yet to be helpful.
I tried making recommended edits to scizor, but it really just kept falling short. Charizard is great because I can use it in a very similar way, but it covers my weaknesses better and gives me an additional bulky sweeper with a recovery option. He wins me a lot of battles, especially by avoiding the mega until after an EQ goes off, leaving me immune to it.
I've had some good wins with this team, but I've had a LOT more bad losses. Two massive weaknesses I've noticed are Fighting moves like Close Combat and entry hazards. I know Rapid Spin can help with the hazards, but I don't know where I'd fit it in. I would really appreciate any help that I can get, even just as a general thing since I'm so new to this whole scene. Thanks in advance!
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