I've been using this team for a few months, and it's doing fairly well. It's pretty much my first real team, and it's stayed mostly the same with a few moveset tweaks. I think it's pretty much finalized, and I just wanted to get a few opinions on if there was anything that needed further changing. It really needs a quick look over from some new eyes to pick out any obvious flaws that I somehow missed.
Just a quick glance....
So, there's the team. When I was building it, one of my primary concerns was trying not to re-use any types to keep the weaknesses at a minimum. It's got a few very nice immunities, and good resistances. It's also not too terribly SR weak, so this team doesn't have a lot of trouble switching in and out.
And now, the team in full...
---
Promontory (Aerodactyl) (M) @ Focus Sash
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Taunt
- Stone Edge
- Stealth Rock
Earthquake is alright, I don't seem to use it much. Lead metagross rapes me anyway, and it doesn't hit Azelf.
---
Pretty typical lead Aero. How I use him depends on the opponent's lead. Taunt comes in handy if I think they're going to set up, but I've actually found I don't use it all that often. Since they usually predict my taunt and do something different, sometimes I'll just straight up SR, or attack. Whirlwind is actually very useful for getting rid of things that Aero can't take, the rare lead that tries to start stating up, or to spread around some SR damage until it gets hit and dies.
---
Swaleholm (Swampert) (F) @ Leftovers
Ability: Torrent
EVs: 252 HP/56 Def/202 SDef
Sassy nature (+SDef, -Spd)
- Earthquake
- Toxic
- Hydro Pump
- Avalanche
Avalanche is awesome. I can come in on a dragon after something else has died, usually survive a hit since I'm SpDef orientated, and KO.
---
This Swampert is a bit different. The first thing you may notice is it's Sassy nature, instead of Relaxed. Swampert's base DEF and SpDef are the same, and people usually expect a defensive Swamp, and try to attack on his special side. This guy can actually take a few special hits, even a few non STAB grass attacks, and catch people off guard and hit back. I was originally using Sassy in conjunction with Mirror Coat, but dropped that move for some phazing action. It still works great though, and I've had better success with it then the Relaxed varient.
---
Eidolon (Gengar) (M) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Shadow Ball
- Focus Blast
- Hidden Power [Ice]
I don't like Focus Blast, it misses too often. I might run Hasty and Explosion instead.
---
Gengar works as my revenge killer. I like Choice Scarf over Specs, because when I bring it in, the opponent is usually already injured, and I can guarantee outspeeding it for, usually, the KO. I've heard a few people say that Gengar is relatively useless since the Accuracy drop of Hypnosis, unless it's a lead Tricker, and even then, it's not so great. But I think he works perfectly in this role with his nice Speed and Sp.Atk, and his wide movepool.
Energy Ball is kind of filler. It kills opposing Swamperts, and hits ground types harder then HP Ice. It's mostly because I can't stand Focus Blast, it always misses in crucial moments.
---
Ingotfoil (Magnezone) @ Chople Berry
Ability: Magnet Pull
EVs: 172 HP/252 Def/86 Spd
Timid nature (+Atk, -Def)
- Charge Beam
- Magnet Rise
- Hidden Power [Fire]
- Signal Beam
---
Gengar lures in Scizor every time. With Magnezone, I have never had a Scizor problem. It's supposed to be one of the biggest current threats, but they're almost always Banded and locked onto Bullet Punch every time I see one, and Maggy takes it straight out no problem.
I've been using Charge Beam over Thunderbolt, because even though it misses sometimes, the SPatk boost is worth it. I can come in on a steel type, like Choice Jirachi, or CB Scizor and while they can't do anything to me, Charge Beam away and get practically free boosts.
I like Signal Beam over Flash Cannon because Steel has some pretty crap coverage, while the Bug attack is great for screwing up Celebi, or Latias when I switch in on a Dragon attack. I also seem to get the confusion effect from it very often which can sometimes turn the game.
On the rare occasion that Scizor isn't Banded, Brick Break ruins me. Chople berry has been handy in that regard but seems kind of situational. I might go back to Lefties.
---
Thrashrow (Heracross) (M) @ Choice Band
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Earthquake
- Megahorn
- Rock Slide
---
Standard CBcross. Straight up murders Blissy, who can be a problem since a lot of my team seems to hit from the special side. Also runs through most other walls with little problem.
Been trying Weavile here, but it doesn't seem as useful. I'll give it a few more days.
---
Boeing (Togekiss) (F) @ Lum Berry
Ability: Serene Grace
EVs: 252 HP/20Def/236 Speed
Timid nature (+SDef, -Atk)
- Thunder Wave
- Wish
- Air Slash
- Encore
---
Togekiss is what I've been using to heal. It wishes HP back to my pokemon later in the game so they can come back in and do their thing.
Completely Re-hauled this. Works great now.
Just a quick glance....
So, there's the team. When I was building it, one of my primary concerns was trying not to re-use any types to keep the weaknesses at a minimum. It's got a few very nice immunities, and good resistances. It's also not too terribly SR weak, so this team doesn't have a lot of trouble switching in and out.
And now, the team in full...
---
Promontory (Aerodactyl) (M) @ Focus Sash
Ability: Pressure
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Taunt
- Stone Edge
- Stealth Rock
Earthquake is alright, I don't seem to use it much. Lead metagross rapes me anyway, and it doesn't hit Azelf.
---
Pretty typical lead Aero. How I use him depends on the opponent's lead. Taunt comes in handy if I think they're going to set up, but I've actually found I don't use it all that often. Since they usually predict my taunt and do something different, sometimes I'll just straight up SR, or attack. Whirlwind is actually very useful for getting rid of things that Aero can't take, the rare lead that tries to start stating up, or to spread around some SR damage until it gets hit and dies.
---
Swaleholm (Swampert) (F) @ Leftovers
Ability: Torrent
EVs: 252 HP/56 Def/202 SDef
Sassy nature (+SDef, -Spd)
- Earthquake
- Toxic
- Hydro Pump
- Avalanche
Avalanche is awesome. I can come in on a dragon after something else has died, usually survive a hit since I'm SpDef orientated, and KO.
---
This Swampert is a bit different. The first thing you may notice is it's Sassy nature, instead of Relaxed. Swampert's base DEF and SpDef are the same, and people usually expect a defensive Swamp, and try to attack on his special side. This guy can actually take a few special hits, even a few non STAB grass attacks, and catch people off guard and hit back. I was originally using Sassy in conjunction with Mirror Coat, but dropped that move for some phazing action. It still works great though, and I've had better success with it then the Relaxed varient.
---
Eidolon (Gengar) (M) @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Shadow Ball
- Focus Blast
- Hidden Power [Ice]
I don't like Focus Blast, it misses too often. I might run Hasty and Explosion instead.
---
Gengar works as my revenge killer. I like Choice Scarf over Specs, because when I bring it in, the opponent is usually already injured, and I can guarantee outspeeding it for, usually, the KO. I've heard a few people say that Gengar is relatively useless since the Accuracy drop of Hypnosis, unless it's a lead Tricker, and even then, it's not so great. But I think he works perfectly in this role with his nice Speed and Sp.Atk, and his wide movepool.
Energy Ball is kind of filler. It kills opposing Swamperts, and hits ground types harder then HP Ice. It's mostly because I can't stand Focus Blast, it always misses in crucial moments.
---
Ingotfoil (Magnezone) @ Chople Berry
Ability: Magnet Pull
EVs: 172 HP/252 Def/86 Spd
Timid nature (+Atk, -Def)
- Charge Beam
- Magnet Rise
- Hidden Power [Fire]
- Signal Beam
---
Gengar lures in Scizor every time. With Magnezone, I have never had a Scizor problem. It's supposed to be one of the biggest current threats, but they're almost always Banded and locked onto Bullet Punch every time I see one, and Maggy takes it straight out no problem.
I've been using Charge Beam over Thunderbolt, because even though it misses sometimes, the SPatk boost is worth it. I can come in on a steel type, like Choice Jirachi, or CB Scizor and while they can't do anything to me, Charge Beam away and get practically free boosts.
I like Signal Beam over Flash Cannon because Steel has some pretty crap coverage, while the Bug attack is great for screwing up Celebi, or Latias when I switch in on a Dragon attack. I also seem to get the confusion effect from it very often which can sometimes turn the game.
On the rare occasion that Scizor isn't Banded, Brick Break ruins me. Chople berry has been handy in that regard but seems kind of situational. I might go back to Lefties.
---
Thrashrow (Heracross) (M) @ Choice Band
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Earthquake
- Megahorn
- Rock Slide
---
Standard CBcross. Straight up murders Blissy, who can be a problem since a lot of my team seems to hit from the special side. Also runs through most other walls with little problem.
Been trying Weavile here, but it doesn't seem as useful. I'll give it a few more days.
---
Boeing (Togekiss) (F) @ Lum Berry
Ability: Serene Grace
EVs: 252 HP/20Def/236 Speed
Timid nature (+SDef, -Atk)
- Thunder Wave
- Wish
- Air Slash
- Encore
---
Togekiss is what I've been using to heal. It wishes HP back to my pokemon later in the game so they can come back in and do their thing.
Completely Re-hauled this. Works great now.