Resource Rating Sample Teams

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TPP

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101974

Approved by esteemed RMT overlords Celticpride and IronBullet
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Welcome to RMT's Rating Sample Teams project! Have you ever wanted to rate a team but found that none in the forum are available or catch your attention? While waiting for a thread to be posted, why not rate a sample team and get some feedback to improve your rating quality? The way this project will function is very similar to our old Rating Practice Teams project. You can simply PM your rate to our team of official Team Raters, who will in turn provide you with constructive feedback. Unlike the practice teams though, which had fixed rounds, this project will remain open for you to participate any time you like.

We will try to have at least 1-3 teams available per tier, and will rotate them every few months to account for metagame changes. If you have any questions, you are more than welcome to PM me or another official TR.
Here is a list of raters you can send your rate to for feedback, along with the tiers they specialise in:

OU: Gross Sweep / TPP / Simia / DKM / Indigo Plateau / MFJK
UU: Vivalospride / Sun / Indigo Plateau
LC: Fiend
Monotype: Eien / maroon
We will try to post teams as soon as we can. Enjoy! :psyglad:

Current Teams
 

Gross Sweep

Plan Ahead
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OU Team #1

158519

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dark Pulse
- Spikes
- Water Shuriken

I built this team around Ash-Greninja, Choice Specs allows it to hit really hard. Surf and Dark Pulse are the reliable STAB attacks. Spikes can be used on predicted switches, they weaken Ash-Greninja's switch-ins such as Tapu Bulu and Toxapex. Water Shuriken adds priority to the team for picking off faster Pokemon that are weakened.

158522

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Taunt
- Toxic

Heatran was added to take on Fairy-types that threaten Ash-Greninja such as Magearna and Tapu Lele, it also adds Stealth Rock to the team. Taunt stops some of the opposing hazard setters as well as setup sweepers like Calm Mind Magearna and Reuniclus. Toxic cripples alot of Heatran's switch-ins such as Garchomp and Mega Latias.


158521

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 108 SpD / 112 Spe
Jolly Nature
- Swords Dance
- Roost
- Earthquake
- Facade

Swords Dance Gliscor adds a bulky setup sweeper to the team. Thanks to Roost and Poison Heal it can keep switching into Pokemon like Toxapex and Ferrothorn before setting up and hitting them hard with Earthquake. Facade is used to hit Flying-types or Levitate users, it can also weaken Grass-types such as Tapu Bulu and Tangrowth for Ash-greninja.


158520

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Defog
- U-turn

Tornadus-T was added to deal with Grass-types that force out Ash-Greninja, it also adds hazard removal to the team. Hurricane hits most Pokemon that don't resist it for good damage, especially when boosted by a Z-move. Knock Off can remove items like Celesteela's Leftovers and Toxapex's Black Sludge making it harder for them to switch in. U-turn lets it pivot out and bring in teammates safely.


158523

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

Toxapex forms a Regenerator core with Tornadus-T, it can deal with opposing Ash-Greninja, Shift Gear Magearna, and Volcarona. Toxic Spikes is useful for wearing down the opposing team. Haze stops setup sweepers such as Volcarona, Mega Charizard X, and Mega Scizor that would otherwise power through Toxapex.


158524

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off

Mega Mawile adds more wallbreaking power to the team and has great offensive synergy with Ash-Greninja. Sucker Punch adds another priority move to the team for picking off Pokemon that are weakened, it also makes up for Mega Mawile's poor speed. Knock Off has good neutral coverage and hits pretty hard at +2.​
 
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vivalospride

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UU Team #1


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Roost
- Heal Bell

Built this team around Togekiss + Rotom-H. Togekiss's main niche with this set is breaking stall builds through Nasty Plot + flinching with Air Slash + using Heal Bell to get rid of any toxics that reach Togekiss and can keep it from beating bulkier teams. Heal Bell is also really good on a team with Rotom-H to support it as it hates toxic a lot. Togekiss also serves as the primary answer to bulky waters/bulky grounds, meaning it can switch into scalds and eqs freely while not being afraid of Toxic. Beating Hydreigon is also a huge niche for Togekiss b/c of it's fairy typing.


Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 236 HP / 24 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Toxic

Rotom-H is a good partner for Togekiss and was the second part of the core I built the team around. Basically the idea is for Rotom-H to give hazard removal support while also being able to break down common flying resists such as Mega Aggron and Steelix so Togekiss could click air slash freely in the end game. Rotom-H also gives a general scizor/moltres check which is appreciated on every team. Volt Switch gives the team momentum through pivoting and going 248 speed EVs means it purposefully loses the speed tie with other Rotom-Hs so it can act as a slow pivot and get the momentum by the end of it.


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Earthquake
- Toxic

Hippowdon works well here because it can blanket check a lot of physical attackers but the specific ones I'm looking at are ones carrying rock moves such as Mega Aerodactyl. Hippowdon is the rocker of choice and rocks are necessary on every competitive team, while also providing an electric immunity which is important to stop volt switchers such as Mega Manectric as well as other electric types that threaten Togekiss.


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast

Hydreigon is the primary source of speed control for the team w/ it's Choice Scarf set. Hydreigon also works very well here due to it's resistance to Ghost, making it a reliable check to ghost types that can bother the team such as Gengar and Chandelure. It also forms a voltturn core with Rotom-H which abuses Volt Switch, meaning it can help create free momentum by forcing switches.


Scizor @ Choice Band
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Pursuit

Choice Band Scizor comes in the next slot because it fits the voltturn vibe we have going on with Rotom-H + Hydreigon. However aside from this Scizor helps with the Latias matchup, being a sturdy-ish steel type for the team with access to Pursuit. Choice Band boosted Bullet Punch also provides another form of speed control which can help vs things that can be difficult to revenge kill otherwise such as Mega Altaria. Scizor can also irritate bulky steels with U-turn chip damage to free space up for Togekiss to click Air Slash more often, while it also offensively pressures rock types such as Mega Aerodactyl and Nihilego that wall Togekiss otherwise.


Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Pursuit

Mega Aerodactyl was a neat mon here as it's synergy with the rest of the team is pretty solid. The mons like Rotom-H that can bother grounds/waters w/ Toxic as well as offensively pressuring bulky steels, Togekiss and Sciz chipping bulky steels, etc. gives maero a lot of support to randomly click moves against bulkier teams when it wouldn't normally be able to. Maero also improves the offense matchup quite a bit and can clean in the late game in the right circumstances. Sandstorm from Hippo also makes this thing a sturdy pursuit trapper in some situations as well.

UU Team #2


Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Ice Beam
- Sludge Wave
- Earth Power

The team was built around Substitute Nidoking which is a very potent special breaker in UU with it's ability to abuse Life Orb + Sheer Force in conjunction with it's dual STAB + Ice Beam's coverage. Nidoking offers a bit of utility as well as it can absorb Toxic Spikes by being a grounded poison type, and it's typing also allows it to get a free turn against the majority of the tier's fairy types in Florges, Sylveon, Diancie, and Togekiss. Especially when combined with a pivot, this thing can put serious dents into the opposing team.


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast

Choice Scarf Hydreigon is an obvious choice to complete a core with Substitute Nidoking. The reason for this is pretty simple, Scarf Hydreigon is the perfect pivot to bring Nidoking onto the field safely to click sub. Hydreigon's primary answers are all fairy types, which Nidoking has no issue subbing right in front of or just clicking a move if it wants. Other than that, Hydreigon also offers speed control, a ground immunity, and a ghost resist which is always nice.


Cobalion @ Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Close Combat
- Swords Dance

Cobalion comes through here as the rocker for the squad. Cobalion is a neat rocker here because I don't need a ground type due to Nidoking being on the team, which gives me some breathing room, I chose Cobalion specifically because it can act as a Scizor/Bisharp check and z move user/wincon all in one slot. It's also just a solid offensive rocker in general tbh.


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Roost
- Heal Bell

Togekiss works well in the 4th slot because right now there's difficulty with things like Hippo/Swampert, Togekiss is capable of being a catch-all answer to bulky waters and fat teams in general w/ Heal Bell. Togekiss also checks Hydreigon to a much better extent than Cobalion while also doubling as a Kommo-o check. The set is pretty standard and can use bulky waters as well as almost anything that relies on status to break pokemon as setup fodder, and proceed to flinch it to death.


Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Thunder Wave

This is an interesting slot here as I wanted a sturdy fighting resist, Starmie isn't the most consistent or sturdiest of fighting resists but I went with bulky Starmie regardless because of it's ability to Rapid Spin hazards away, check fighting types like Cobalion and Infernape, and give Thunder Wave support for Togekiss and Nidoking which is pretty neat.


Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 236 HP / 24 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Pain Split
- Thunderbolt

Rotom-H works very well in the last slot. There are several reasons for this, reason one being that it gives more insurance for the Scizor matchup. Reason two being that it resists fire + flying coverage commonly used by Moltres and sometimes Mega Pidgeot and Talonflame, which this team could have a lot of issues against otherwise. Since I'm relying on this as my flying check I went with Thunderbolt > Toxic in the 4th slot to be able to stay in vs. those threats and 1v1 instead of pressuring by just volt switching out/relying on Toxic.​
 
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Gross Sweep

Plan Ahead
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LC Team #1



Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Beat Up
- Rock Slide
- Memento

Diglett is a great general purpose Pokemon. It gives me a natural Abra check with Beat Up which alleviates pressure from the rest of my team. Diglett also serves as a way to check other Magnemite, and does fairly well with removing assorted issues such as Ponyta and Mareania. Rock Slide is largely useless, though Diglett has a poor movepool so other options are scant.



Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 HP / 196 Def / 36 SpD
Impish Nature
- U-turn
- High Jump Kick
- Fake Out
- Knock Off

Mienfoo has U-turn to better enable Diglett. The moves are entirely standard and genuinely do not require explanation, though Fake Out is extra useful here due to the team structure. The EV spread is fairly standard, simply seeking to maximise bulk to better allow other Pokemon without passive healthing to survive better. The slow U-turn is beneficial for bringing in Ponyta frequently, which is fairly notable too.



Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Sludge Bomb
- Giga Drain
- Synthesis

Foongus is both my Spore switch in and my initial Fighting check. This set is extremely standard, and certainly works towards utilizing 15 Defense Mienfoo and Diglett. Foongus was my choice due to the passive healing of Regenerator, Spore, and of course its immunity to Spore. Foongus is also substantially better at maintaining momentum compared to Spritzee or Snubbull given the popularity of Gastly.




Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Recover

Staryu acts as a solid Gastly check and a counter to Physical Ponyta sets (at least the most common sets). Hydro Pump is it hit as hard as possible, while Psychic lets me safely revenge kill Gastly. The added coverage against Fighting-types and Poison-types can be helpful nice too, and helps synergise with our own Ponyta. Rapid Spin helps make our Sticky Web matchup somewhat possible, though the odd Frillish match up is completely impossible.




Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 240 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]

Magnemite makes for another powerful attacker, and frequently forces Pokemon out which are annoying to deal with. It acts as a Bravebird switch in, though Knock Off is rather awful for me so its Vullaby matchup is pretty irksome still. Magnemite is a pretty decent switch in to common Gastly sets, and can take on Abra in a pinch too. HP Grass is due to Onix often running Eviolite and Trapinch being rather irksome. It gives slightly better roles generally, and is generally only used for this specific matchup.




Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Impish Nature
- Flare Blitz
- Flame Charge
- Will-O-Wisp
- Morning Sun

This is a pretty conventional Ponyta set. Eviolite is used in favor of some Z move as the team is generally a bulky offense, and would not adequately support a more offensive set. Flame Charge is necessary in order to avoid being trapped by Diglett, while the extra bulk allows for more Ponyta to be noticeably harder to KO after Knock Off. The added benefit of spreading burns is that it allows Mienfoo to check a variety of Pokemon more redibly, and enables Staryu to check a burnt Flying-type or Fighting-type. Will-O-Wisp is invaluable due to how amazing Pawniard is, and gives me more control with spreading burns.​
 

TPP

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Head TD
Monotype Team #1



Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Every sand team needs Hippowdon and this team is no exception. Setting sand and setting Stealth Rock makes Hippowdon invaluable. Its fantastic physical bulk lets it easily switch into physical attackers to accomplish its goals. Leftovers and Slack Off give it impressive longevity, pivoting into play frequently throughout even a long battle. Whirlwind is a nice final utility option that lets Hippowdon cover potentially dangerous threats like Mega Scizor that can threaten to sweep.


Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

The star of the team: Excadrill. Its damage output is unbelievable with Choice Band: even Slowbro is 2HKOed with Stealth Rock support. Rapid Spin is used to remove Toxic Spikes to keep the team healthy. The rest of the set is natural, with Sand Rush letting it outspeed most of the metagame, and stabs + EdgeQuake coverage to hit almost every team hard.


Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Focus Blast
- Psychic
- Sludge Wave

While Excadrill is a great physical attacker, it can still get walled by threats like Skarmory and Mega Slowbro. That's where Landorus comes in. It can easily 2HKO almost every physical wall as one of the most threatening special attackers in the tier. It's also very versatile, so the opponents have no idea what moves it can bring out! In this case, Focus Blast is a must for taking out Skarmory, Psychic covers the weakness to Mega Venusaur, and Sludge Wave hits Celebi.


Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Knock Off
- Superpower

While Excadrill is fast in sand, sand teams overall are pretty slow. So to beat Pokemon like Choice Scarf Tapu Bulu and Mega Latias, Mamoswine was my choice. It's also great for taking on Dragon teams, which can be frustrating due to Kyurem-B. In addition to just Kyurem-B, Thick Fat makes Mamoswine a great switch-in to Ice-type attacks in general, something this team can appreciate, with Excadrill rarely willing to take unnecessary damage. Knock Off and Superpower are nice coverage moves that can help beat Chansey and Ferrothorn.


Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Scald
- Earthquake
- Recover
- Toxic

Every Ground team needs a Water immunity, and Gastrodon fits here. As a special wall, it forms a nice core with Hippowdon, giving the team a defensive wall for almost every attacker. By investing in Special Defense, Gastrodon can handle even Grass Knot users like Alolan Raichu while beating Kingdra and Kyurem-B fairly easily. Earthquake is used over Earth Power to handle Calm Mind Keldeo, and Toxic lets Gastrodon cripple opposing walls.


Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- Swords Dance

Finally, Garchomp is the team's last Pokemon. With Dragonium Z, at +2, Garchomp can break just about any non-Fairy-type including even specially defensive Celesteela. It has Stone Edge for good coverage as well, and with Excadrill and Landorus breaking down any possible check, Garchomp is a third wall breaker that can threaten to sweep the many balance teams in the Monotype metagame.

Monotype Team #2



Pelipper @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog

Pelipper is the best rain setter with its access to literally all the utility rain teams would want in a pivoting move, recovery, and hazard control. Opting for bulk, Pelipper can come in and out throughout the game to set rain for the team while still taking hits from Pokemon like Keldeo. Defog is necessary for this team, since Pelipper itself is weak to Stealth Rock and Toxic Spikes can cripple the whole team.


Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch

Swampert is the best Mega Evolution here for its offensive presence. Thanks to rain, it outspeeds a lot of Monotype teams. Stealth Rock is necessary for every team, and Mega Swampert can help by compressing both the rain sweeper role and the Stealth Rock role at once. Ice Punch is a nice coverage move that hits Dragon-types like Mega Latias and Latios that threaten Water teams.


Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Surf
- Ice Beam

Kingdra is the counterpart to Mega Swampert. Where Mega Swampert breaks special walls, Kingdra breaks physical walls. In the rain, Choice Specs-boosted Kingdra has very few defensive switch-ins, making it very good against HO or offense types like Bug and Fighting. With just a Modest nature, it still outspeeds Choice Scarf Latios, making it a fantastic answer to Dragon teams, with Draco Meteor OHKOing everything except Mega Altaria, which can be hit with Ice Beam. Ice Beam is also helpful for taking on Tapu Bulu.


Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- U-turn
- Ice Beam
- Gunk Shot

Greninja provides this team with some nice speed control outside of rain. Thanks to Protean, it brings powerful STAB attacks even without a boosting item. Dark Pulse and U-turn give this team a lot of help against Psychic, and Gunk Shot handles Grass- and Fairy-types. Choice Scarf might lock Greninja in, but being able to lead with Greninja and pivot out with U-turn against basically any Pokemon is always really nice. Especially since it creates a U-turn core with Pelipper.


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]

Keldeo is like Kingdra but doesn't rely on rain. It's fast and strong specially. However, it sets itself apart with its Secret Sword, which makes it self-sufficient, able to target both physical and special walls. For example, Chansey, which is able to wall Kingdra completely, is crushed by Keldeo freely. Hidden Power Electric was my STAB move of choice, since otherwise Toxapex and Mantine both stop Keldeo from doing much in those matchups. While running two Water-type moves reduces coverage, this team has three other Ice coverage moves and Scald's reliability makes it a great fit.


Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Surf
- Tail Glow
- Psychic

Manaphy rounds off the team as a second rain setter that can sweep in its own right. Waterium Z is incredibly versatile, able to use Z-Rain Dance to boost Speed (and set rain for the team and activate Hydration!) or it can boost Surf to be strong enough to break even Assault Vest Alolan Muk. Combining that power with Psychic makes Manaphy able to take on Poison teams, which may otherwise be difficult for this team to handle. Scald is an option that could be tried, but Surf's extra damage is really important when considering the extra boost it gets from Waterium Z.​
 
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