As the title says, I'm joining competitive play this season, and so far am not getting such good results. My latest iteration is this team below. Is the team not good enough? Or is it just skill issue?
Iron Bundle @ Focus Sash
Ability: Quark Drive
Level: 50
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Protect
- Freeze-Dry
- Encore
Iron Bundle is a very fast sweeper, focus sash means it can usually take down two enemies with it. Usually I don't tera it, as it doesn't stay in the field for long
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Level: 50
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Protect
- Throat Chop
- Tailwind
RM is one of my strongest attackers with tera-stab acrobactics, and while not tera'd stab throat chop handles things like indedee and gothitelle pretty well
Amoonguss @ Rocky Helmet
Ability: Regenerator
Level: 50
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
IVs: 0 Atk
- Spore
- Rage Powder
- Pollen Puff
- Clear Smog
Honestly I use amoonguss more as a rage powder setter, because apparently everyone is scared of spore
Great Tusk @ Assault Vest
Ability: Protosynthesis
Level: 50
Tera Type: Ground
EVs: 4 Atk / 252 SpD / 252 Spe
Adamant Nature
- Earthquake
- Headlong Rush
- Close Combat
- Brick Break
GT is my main Iron Bundle Counter, many hydro cannon it, leaving it vulnerable against a close combat. Also handles Arcanine and Iron Moth well
Farigiraf @ Throat Spray
Ability: Armor Tail
Tera Type: Normal
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Hyper Voice
- Imprison
- Psychic
Newest addition to the team, made to counter iron hand fake out alongside my Iron Bundle's encore, and also as a trick room stopper/ reverser when needed
Iron Hands @ Sitrus Berry
Ability: Quark Drive
Level: 50
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Fake Out
- Drain Punch
- Wild Charge
- Iron Head
Iron hands is the bulkiest of the team, fake out works wonders for stopping threats, wild charge handles other iron bundle, and iron head handles flutter mane. I like to keep it in the back, and only send it out when needed, as in many endgames it is what makes the difference.
Thanks in advance for any advice or suggestion you can give me! Hope you have a wonderful day!
Iron Bundle @ Focus Sash
Ability: Quark Drive
Level: 50
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Protect
- Freeze-Dry
- Encore
Iron Bundle is a very fast sweeper, focus sash means it can usually take down two enemies with it. Usually I don't tera it, as it doesn't stay in the field for long
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Level: 50
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Protect
- Throat Chop
- Tailwind
RM is one of my strongest attackers with tera-stab acrobactics, and while not tera'd stab throat chop handles things like indedee and gothitelle pretty well
Amoonguss @ Rocky Helmet
Ability: Regenerator
Level: 50
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
IVs: 0 Atk
- Spore
- Rage Powder
- Pollen Puff
- Clear Smog
Honestly I use amoonguss more as a rage powder setter, because apparently everyone is scared of spore
Great Tusk @ Assault Vest
Ability: Protosynthesis
Level: 50
Tera Type: Ground
EVs: 4 Atk / 252 SpD / 252 Spe
Adamant Nature
- Earthquake
- Headlong Rush
- Close Combat
- Brick Break
GT is my main Iron Bundle Counter, many hydro cannon it, leaving it vulnerable against a close combat. Also handles Arcanine and Iron Moth well
Farigiraf @ Throat Spray
Ability: Armor Tail
Tera Type: Normal
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Hyper Voice
- Imprison
- Psychic
Newest addition to the team, made to counter iron hand fake out alongside my Iron Bundle's encore, and also as a trick room stopper/ reverser when needed
Iron Hands @ Sitrus Berry
Ability: Quark Drive
Level: 50
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Fake Out
- Drain Punch
- Wild Charge
- Iron Head
Iron hands is the bulkiest of the team, fake out works wonders for stopping threats, wild charge handles other iron bundle, and iron head handles flutter mane. I like to keep it in the back, and only send it out when needed, as in many endgames it is what makes the difference.
Thanks in advance for any advice or suggestion you can give me! Hope you have a wonderful day!