I'm new to team building and building movesets. This is my first try. I tried to include a variety of types. The pokemon are Metagross, Chandelure, Blissey, Forretress, Kingdra, Eelektross. I think I should replace Forretress with Ferrothorn, but I'm not sure about that. I would really need help with the hold items because I really don't know what to do with them. Sorry, I couldn't put any pics because of the slow internet.
Metagross
Meteor Mash
Earthquake
Zen Headbutt
Ice Punch
Item: Life Orb
Ability: Clear body
EV's: 252 Att/ 128 Def/ 128 SpDef (not sure about these)
Nature: Bold (boosts attack, decreases speed) (not sure about this either)
Meteor Mash is a nice, strong, STAB steel attack. With Life Orb this OHKO's Tyrannitar and deals with other rock and ice types. Earthquake deals with electric of fire pokemon. Zen Headbutt is another nice STAB that takes out fighting and ghosts. I'm not very sure about the last slot so I put Ice Punch for covering agains flying and grass pokemon. Life Orb boosts power but sacrifices for the HP, which is why i thought defenses would be good to let him survive longer. However, he is quite slow the way I've set him up.
Chandelure
Trick Room
Flamethrower
Shadow Ball
Energy Ball
Item: Life Orb
Ability: Flash Fire
EV's: 128 Def/ 252 SpA/ 128 SpD
Nature: Quiet (boost SpA, lowers Spd)
Trick Room can cover for Chandelure's okay speed. Chandelure could probably also go first to provide Metagross with a speed advantage. Flamethrower is a STAB attack. This could work with Chandelure's MASSIVE SpA. Shadow Ball is another STAB to deal with ghosts and psychics while energy ball deals with water types that would probably kill Chandelure immediately. Life Orb boosts power, flash fire provides a neat immunity and the nature not only makes the attacks stronger, it makes trick room more effective.
Forretress
Block
Reflect
Light Screen
Gyro Ball
Item: Leftovers
Ability: Sturdy
EV's: 252 HP/ 4 Att/ 252 Def
Nature: Relaxed (boosts Def, lowers Spd)
Block doesn't let the opponent switch away. From then, on, Forretress can set up screens and Gyro Ball the opponent to death, with left overs providing recovery options and sturdy preventing OHKO's. I wasn't sure about the EV's and the nature seems good, seeing as it could benefit from Trick Room.
Blissey
Aromatherapy
Softboiled
Toxic
Seismic Toss
Item: Leftovers
Ability: Natural Cure
EV's: 4 HP/ 252 Def/ 252 SpD
Nature: Relaxed (boosts Def, lowers Spd)
I love Aromatherapy. If all your pokemon are paralysed, one aromatherapy will fix your team up again. Just when blissey seems like it's going to faint, softboiled and leftovers annoy the opponent, while toxic cuts its HP down. Seismic Toss slowly but surely cuts down the opponents HP until it faints. Natural Cure means blissey can switch out and its status problems are gone. With its lacking defense it need all the evs and boosts it can get. Additionally, the lowish speed benefits from trick room.
Kingdra
Dragon Dance
Draco Meteor
Outrage
Surf
Item: Life Orb
Ability: Sniper
EV's :252 Att/ 252 SpA/ 4 Spd
Nature: Mild (lowers Def, boosts SpA)
Dragon Dance makes up for Kingdra's unboosted Speed and prepares Draco Meteor or Surf. When that has been done, Outrage can be used as an alternative dragon attack. I'm not sure about the hold item or the EV's and I'm not sure I want to lower it's defense. Kingdra seems as if it might not fit in in this team. however, the slightly lower speed could be good for trick room.
Eelektross
Wild Charge
Thunder
Rain Dance
Acrobatics
Item: None
Ability: Levitate
EV's: 4 HP/ 252 Att/ 252 SpA
Nature: Brave (lowers Spd, boosts Att)
Acrobatics seems like a really viable option seeing as wild charge recoil AND life orb damage would quickly weaken Eelektross down. Wild Charge is just great, and would be even better without recoil. Rain Dance not only weakens fires and sets the stage for kingdra, it makes Thunder more accurate. Since Attack is Eelektross' strongest stat, why not boost it? Eelektross could also benefit from trick room.
In conclusion, I love trick room and need help. thanks :)
Metagross
Meteor Mash
Earthquake
Zen Headbutt
Ice Punch
Item: Life Orb
Ability: Clear body
EV's: 252 Att/ 128 Def/ 128 SpDef (not sure about these)
Nature: Bold (boosts attack, decreases speed) (not sure about this either)
Meteor Mash is a nice, strong, STAB steel attack. With Life Orb this OHKO's Tyrannitar and deals with other rock and ice types. Earthquake deals with electric of fire pokemon. Zen Headbutt is another nice STAB that takes out fighting and ghosts. I'm not very sure about the last slot so I put Ice Punch for covering agains flying and grass pokemon. Life Orb boosts power but sacrifices for the HP, which is why i thought defenses would be good to let him survive longer. However, he is quite slow the way I've set him up.
Chandelure
Trick Room
Flamethrower
Shadow Ball
Energy Ball
Item: Life Orb
Ability: Flash Fire
EV's: 128 Def/ 252 SpA/ 128 SpD
Nature: Quiet (boost SpA, lowers Spd)
Trick Room can cover for Chandelure's okay speed. Chandelure could probably also go first to provide Metagross with a speed advantage. Flamethrower is a STAB attack. This could work with Chandelure's MASSIVE SpA. Shadow Ball is another STAB to deal with ghosts and psychics while energy ball deals with water types that would probably kill Chandelure immediately. Life Orb boosts power, flash fire provides a neat immunity and the nature not only makes the attacks stronger, it makes trick room more effective.
Forretress
Block
Reflect
Light Screen
Gyro Ball
Item: Leftovers
Ability: Sturdy
EV's: 252 HP/ 4 Att/ 252 Def
Nature: Relaxed (boosts Def, lowers Spd)
Block doesn't let the opponent switch away. From then, on, Forretress can set up screens and Gyro Ball the opponent to death, with left overs providing recovery options and sturdy preventing OHKO's. I wasn't sure about the EV's and the nature seems good, seeing as it could benefit from Trick Room.
Blissey
Aromatherapy
Softboiled
Toxic
Seismic Toss
Item: Leftovers
Ability: Natural Cure
EV's: 4 HP/ 252 Def/ 252 SpD
Nature: Relaxed (boosts Def, lowers Spd)
I love Aromatherapy. If all your pokemon are paralysed, one aromatherapy will fix your team up again. Just when blissey seems like it's going to faint, softboiled and leftovers annoy the opponent, while toxic cuts its HP down. Seismic Toss slowly but surely cuts down the opponents HP until it faints. Natural Cure means blissey can switch out and its status problems are gone. With its lacking defense it need all the evs and boosts it can get. Additionally, the lowish speed benefits from trick room.
Kingdra
Dragon Dance
Draco Meteor
Outrage
Surf
Item: Life Orb
Ability: Sniper
EV's :252 Att/ 252 SpA/ 4 Spd
Nature: Mild (lowers Def, boosts SpA)
Dragon Dance makes up for Kingdra's unboosted Speed and prepares Draco Meteor or Surf. When that has been done, Outrage can be used as an alternative dragon attack. I'm not sure about the hold item or the EV's and I'm not sure I want to lower it's defense. Kingdra seems as if it might not fit in in this team. however, the slightly lower speed could be good for trick room.
Eelektross
Wild Charge
Thunder
Rain Dance
Acrobatics
Item: None
Ability: Levitate
EV's: 4 HP/ 252 Att/ 252 SpA
Nature: Brave (lowers Spd, boosts Att)
Acrobatics seems like a really viable option seeing as wild charge recoil AND life orb damage would quickly weaken Eelektross down. Wild Charge is just great, and would be even better without recoil. Rain Dance not only weakens fires and sets the stage for kingdra, it makes Thunder more accurate. Since Attack is Eelektross' strongest stat, why not boost it? Eelektross could also benefit from trick room.
In conclusion, I love trick room and need help. thanks :)