Golden Sun
vale
Hello I'm Golden Sun and I've been trying to make upper requirements for a few days now. This team has gotten to me about 1580 CRE until a massive tilt took me back down to where I started. I need your helpers because I wanna make upper reqs and I really can't be bothered to write paragraphs.
All my Life (Froslass) (F) @ Focus Sash
Ability: Snow Cloak
EVs: 4 Atk/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Spikes
- Shadow Ball
- Ice Shard
- Thunderbolt
Ice Shard Lass starts off the match nicely acting as a sort of anti-lead and a spiker. This functions very similarly to Suicide Lead Lass. ThunderBolt is for stuff that Froslass usuallly can't get past like Omastar lead and Cloyster lead. Shadow Ball is for opposing enemy leads (mainly Froslass). Spikes is there for obvious reasons whilst Ice Shard is a great Priority move which lets you take out enemy leads who carry a sash. I like to keep Lass alive if possible because Dual Ghosts means no spinning for you and it really is my only answer to NP mismagius since it outspeeds and puts a huge dent in it with shadow ball.
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My Hero (Mismagius) (M) @ Leftovers
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Substitute
- Hidden Power [Fighting]
- Nasty Plot
Mismagius acts as my main spin blocker because Feoslass usually dies in the process of setting up spikes. I've chosen HP fighting > Thunderbolt because it's prven to be useful against Registeel but the imperfect spd IV leaves me so Mismagius weak it's not funny. If Froslass has died while getting spikes up (which it usually does) Mismagius can quite easily 6-0 me. I've been considering a scarf rotom here so that I can still have a spin blocker and a way to revenge Missy. What do you guys think?
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DOA (Milotic) (M) @ Leftovers
Ability: Marvel Scale
EVs: 176 HP/248 Def/86 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Recover
- Haze
GLUE GLUE GLUE!!!. Milotic acts as the glue of the team because it's so awesome. Without this thing I am weak to so much stuff which is why once this beast goes down it's basically Game Over for me. Surf is a great stab and lets it hit the fire types it switches into so often. I have found Ice Beam to be more useful then HP grass to hit the annoying grass type switch ins. Haze is really good and helps me against Curse Users and I have won a few matches because it came down to PP stalling and haze won it for me.
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Everlong (Arcanine) (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Thunder Fang
- Flare Blitz
- Extremespeed
- Iron Head
CB Arcanine is a beast. it is my answer to nearly everything because if your under 60% this beast is gonna pick you off. It is probably MVP since without this so many things would sweep me in a heartbeat. Thunder Fang is there to 2 K.O the annoying Milotic switch ins. Flare Blitz is a strongth stab and manages a 2 K.O on about everything. Not much can switch into Flare Blitz unless they resist it. Iron Head is mainly there because not much else can go there (it actually won me a game once. Sorry about that Bluewind).
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Best of You (Venusaur) (M) @ Life Orb
Ability: Overgrow
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Power Whip
- Earthquake
- Sleep Powder
SD Vena. Where to start on this thing. After an SD it reaches 526 attack which is nothing to scoff at and it can sometimes even get 2 in. Sleep Powder is there to put it's counters to sleep. Power Whip is there because it is basically Vena's only good physical move. Earthquake is there to hit steels who resist Power Whip. This is my main answer to Milotic and if it goes down Milotic can outstall my other pokes. This thing is absolutely a beast and can rape stall after only an SD.
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Pretender (Donphan) (M) @ Leftovers
Ability: Sturdy
EVs: 52 HP/252 Atk/204 Def
Adamant nature (+Atk, -SAtk)
- Rapid Spin
- Earthquake
- Ice Shard
- Stealth Rock
It's been to fun to ladder with this team and I'm hoping that I can have some success with it before I make a new team. Plz help me reach Upper Requirements.
All my Life (Froslass) (F) @ Focus Sash
Ability: Snow Cloak
EVs: 4 Atk/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Spikes
- Shadow Ball
- Ice Shard
- Thunderbolt
Ice Shard Lass starts off the match nicely acting as a sort of anti-lead and a spiker. This functions very similarly to Suicide Lead Lass. ThunderBolt is for stuff that Froslass usuallly can't get past like Omastar lead and Cloyster lead. Shadow Ball is for opposing enemy leads (mainly Froslass). Spikes is there for obvious reasons whilst Ice Shard is a great Priority move which lets you take out enemy leads who carry a sash. I like to keep Lass alive if possible because Dual Ghosts means no spinning for you and it really is my only answer to NP mismagius since it outspeeds and puts a huge dent in it with shadow ball.
---
My Hero (Mismagius) (M) @ Leftovers
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Substitute
- Hidden Power [Fighting]
- Nasty Plot
Mismagius acts as my main spin blocker because Feoslass usually dies in the process of setting up spikes. I've chosen HP fighting > Thunderbolt because it's prven to be useful against Registeel but the imperfect spd IV leaves me so Mismagius weak it's not funny. If Froslass has died while getting spikes up (which it usually does) Mismagius can quite easily 6-0 me. I've been considering a scarf rotom here so that I can still have a spin blocker and a way to revenge Missy. What do you guys think?
---
DOA (Milotic) (M) @ Leftovers
Ability: Marvel Scale
EVs: 176 HP/248 Def/86 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Recover
- Haze
GLUE GLUE GLUE!!!. Milotic acts as the glue of the team because it's so awesome. Without this thing I am weak to so much stuff which is why once this beast goes down it's basically Game Over for me. Surf is a great stab and lets it hit the fire types it switches into so often. I have found Ice Beam to be more useful then HP grass to hit the annoying grass type switch ins. Haze is really good and helps me against Curse Users and I have won a few matches because it came down to PP stalling and haze won it for me.
---
Everlong (Arcanine) (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Thunder Fang
- Flare Blitz
- Extremespeed
- Iron Head
CB Arcanine is a beast. it is my answer to nearly everything because if your under 60% this beast is gonna pick you off. It is probably MVP since without this so many things would sweep me in a heartbeat. Thunder Fang is there to 2 K.O the annoying Milotic switch ins. Flare Blitz is a strongth stab and manages a 2 K.O on about everything. Not much can switch into Flare Blitz unless they resist it. Iron Head is mainly there because not much else can go there (it actually won me a game once. Sorry about that Bluewind).
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Best of You (Venusaur) (M) @ Life Orb
Ability: Overgrow
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Power Whip
- Earthquake
- Sleep Powder
SD Vena. Where to start on this thing. After an SD it reaches 526 attack which is nothing to scoff at and it can sometimes even get 2 in. Sleep Powder is there to put it's counters to sleep. Power Whip is there because it is basically Vena's only good physical move. Earthquake is there to hit steels who resist Power Whip. This is my main answer to Milotic and if it goes down Milotic can outstall my other pokes. This thing is absolutely a beast and can rape stall after only an SD.
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Pretender (Donphan) (M) @ Leftovers
Ability: Sturdy
EVs: 52 HP/252 Atk/204 Def
Adamant nature (+Atk, -SAtk)
- Rapid Spin
- Earthquake
- Ice Shard
- Stealth Rock
Donphan is probably the best Spinner for an offensive team. Donphan was put here for 2 reasons.
a) to get rid of the Stealth Rock that Arcanine hates
b) to set up some rocks of my own
Donphan can also hit really hard of a neat base 120 attack stat and is probably the best Spinner for this team. Earthquake is their because it's an awesome stab. Rapid Spin is there to remove Entry hazards that Arcanine and Froslass hate. Stealth Rock is a must on every team now a days and Ice Shard is a great Prioity move that lets me pick nearly anything weak to Ice type moves
---a) to get rid of the Stealth Rock that Arcanine hates
b) to set up some rocks of my own
Donphan can also hit really hard of a neat base 120 attack stat and is probably the best Spinner for this team. Earthquake is their because it's an awesome stab. Rapid Spin is there to remove Entry hazards that Arcanine and Froslass hate. Stealth Rock is a must on every team now a days and Ice Shard is a great Prioity move that lets me pick nearly anything weak to Ice type moves
It's been to fun to ladder with this team and I'm hoping that I can have some success with it before I make a new team. Plz help me reach Upper Requirements.