Hi guys, i'm looking for a bit of advice on my current GoTo team. So far, it seems to hold up well enough if I don't get matched up with someone highly experienced or someone running rampant with a team full of legendaries, and it typically puts up a bit of fight if i'm lucky. but before anyone starts considering ideas to give to me, please keep in mind, i want to do this without any actual legendaries, so please refrain from suggesting them with this team. no sense in jumping on a motorcycle when you still fall off a bicycle, just saying. without further adieu, here is Ninebreaker!
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 SpA
Relaxed Nature
- Toxic
- Roar
- Earthquake
- Ice Beam
Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Flying]
- Double-Edge
Metagross @ Choice Band
Ability: Clear Body
EVs: 124 HP / 252 Atk / 96 Def / 36 SpD
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Sludge Bomb
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 16 HP / 200 Atk / 120 Def / 172 Spe
Adamant Nature
- Dragon Dance
- Hidden Power [Bug]
- Rock Slide
- Earthquake
Starmie @ Leftovers
Ability: Illuminate
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Rapid Spin
- Recover
- Thunderbolt
- Ice Beam
Gengar @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Fire Punch
- Ice Punch
- Hypnosis
so far, i've found it both best, and relatively risky to open with swampert, given the rest of the team's typing, and so on. it gets a bit of support for anti-spike with starmie being the group's spinner too, which helps swampert stick a round for a little longer. gengar has been the team's major troublemaker, due to his unpredictable movesets and variations, always leaves people guessing by one mean or another. tyranitar is there because...well, tyranitar! but in all seriousness, ttar has his place in the team too, he's been able to make running those powerful salac munching, end/revers using punks a major threat...to themselves. metagross is my goto guy for breaking out intense damage without mercy, and sports a fancy immunity to poison attacks as well as a heavy hitting "exit" move; explosion. last but certainly not least, is aerodactyl, my revenge killer and high speed sweeper, i went with the standard choice bander set with this one due to the limited movepool and high potential that aerodactyl actually carries.
while running the team, i've found that trying carefully to predict my opponent's moves to be an absolute necessity to achieve any success at all, due to my inexperience on a grand scale, this is something that i simply MUST learn to get better with, since any good team will not walk itself and will need a skilled trainer at the helm steering it. with that said, does anyone have any suggestions on how i can improve my team, or any tips and pointers on how i could use my team to its best potential?
thanks guys and girls for your time in reading this novice's thread and thanks for any feedback you can offer!
cheers!
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 SpA
Relaxed Nature
- Toxic
- Roar
- Earthquake
- Ice Beam
Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Flying]
- Double-Edge
Metagross @ Choice Band
Ability: Clear Body
EVs: 124 HP / 252 Atk / 96 Def / 36 SpD
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Sludge Bomb
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 16 HP / 200 Atk / 120 Def / 172 Spe
Adamant Nature
- Dragon Dance
- Hidden Power [Bug]
- Rock Slide
- Earthquake
Starmie @ Leftovers
Ability: Illuminate
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Rapid Spin
- Recover
- Thunderbolt
- Ice Beam
Gengar @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Fire Punch
- Ice Punch
- Hypnosis
so far, i've found it both best, and relatively risky to open with swampert, given the rest of the team's typing, and so on. it gets a bit of support for anti-spike with starmie being the group's spinner too, which helps swampert stick a round for a little longer. gengar has been the team's major troublemaker, due to his unpredictable movesets and variations, always leaves people guessing by one mean or another. tyranitar is there because...well, tyranitar! but in all seriousness, ttar has his place in the team too, he's been able to make running those powerful salac munching, end/revers using punks a major threat...to themselves. metagross is my goto guy for breaking out intense damage without mercy, and sports a fancy immunity to poison attacks as well as a heavy hitting "exit" move; explosion. last but certainly not least, is aerodactyl, my revenge killer and high speed sweeper, i went with the standard choice bander set with this one due to the limited movepool and high potential that aerodactyl actually carries.
while running the team, i've found that trying carefully to predict my opponent's moves to be an absolute necessity to achieve any success at all, due to my inexperience on a grand scale, this is something that i simply MUST learn to get better with, since any good team will not walk itself and will need a skilled trainer at the helm steering it. with that said, does anyone have any suggestions on how i can improve my team, or any tips and pointers on how i could use my team to its best potential?
thanks guys and girls for your time in reading this novice's thread and thanks for any feedback you can offer!
cheers!