Team Building Process:
I started with Zarude, since it had Jungle Healing, which let it freely switch in against statuses, and it had access to U-turn too. A perfect Pokemon to use for pivoting.
Then I added Azelf, because Zarude had trouble dealing with Pokemon that are faster than it that had a supereffective move, like Thundurus. Azelf could outspeed Thundurus, and Zarude could cover for most of Azelf's type weaknesses.
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I added Salamence as a physical sweeper, basically. Zarude was more of a pivot to gain momentum, so it wouldn't stay on field for long.
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I added Primarina to counter Ditto, which would threaten to wipe my team if it copied my Moxie Salamence. Salamence has Outrage, the only supereffective move against it, so the Ditto would be locked into Outrage if it wanted to faint my Salamence, letting my Primarina kill it easily. If not, my Salamence could just faint it with Outrage by itself.
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I realized my team had a big weakness against Ice, so I added Lycanrock-D. It was fast and it had good attack, so it could take out Ice types quickly.
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Finally, I added Shuckle to set up Sticky Web and Stealth Rock. Sticky Web is especially important, since i would want to avoid being slower.
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The team:
Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Jungle Healing
- Darkest Lariat
- Power Whip
- U-turn
Zarude's main role is to take statuses that would cripple the team, like Will-O-Wisp on Salamence. Jungle Healing cures it's status condition while healing it, making the status useless. Darkest Lariat and Power Whip are 2 strong STAB moves, so it can do decent damage if it doesn't need to switch out. If the enemy resists it's attacks, Zarude will use U-turn and switch out, since some of my Pokemon struggle with switching in. Although Zarude can stay on field for quite long, I don't want it to take unnecessary damage and waste Jungle Healing PP, since I'll be using it alot. Heavy-Duty Boots stops hazards from crippling it.
Azelf @ Leftovers
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Punch
- Shadow Ball
- Psychic
- Fire Blast
Azelf is a standard switch-in for Zarude to protect it, and vice versa. Ice Punch can damage Flying types, but it's more of a filler move. I'm willing to switch it out for a better move. Shadow Ball is also in the same situation. Psychic is a strong STAB move. I didn't use Psyshock since there's enough physical damage on the team. Fire
Blast is a strong Fire type move to deal with Bug types, which threaten Azelf and Zarude alot. Most of Azelf's weaknesses are covered by Zarude, and Azelf can help deal with Pokemon that outspeed Zarude. Leftovers is for more sustainability.
Salamence @ Yache Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dual Wingbeat
- Outrage
- Brick Break
- Crunch
Salamence is my physical sweeper, with it's good attack paired with Moxie deals tons of damage after 1 or 2 faints. Dual Wingbeat stops Substitute stalling, Outrage is a powerful Dragon STAB move which stops Ditto (more explanation at Team Building Process) from sweeping. Brick Break counters Ice types, and destroys screens as an added bonus. Crunch lowers defense, which can stop physical walls from stalling for too long with some luck. Yache Berry halves Ice moves, which let's Salamence keep sweeping.
Primarina @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Rest
- Sleep Talk
Primarina is my special sweeper. I didn't use Liquid Voice since I think Scald with a chance to burn is better than a slightly higher damage Hyper Voice. Moonblast is a strong STAB move. Rest and Sleep Talk plus Leftovers makes Primarina immune to statuses, and also heal while dealing damage. High HP EVs makes it stay on field even longer.
Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Accelerock
- Close Combat
- Crunch
Lycanrock-D is my counter to Ice types, which is a big problem for my team. Stone Edge is a powerful STAB rock move with a added bonus - a high crit rate. Accelerock is useful for crucial moments where Lycanrock needs to move first. Close Combat is a powerful move. Crunch lowers defense, making Accelerock do more damage.
Shuckle @ Berry Juice
Ability: Sturdy
Level: 1
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Knock Off
Shuckle is my starting Pokemon. It sets up hazards, which greatly help my team. It's level makes Sturdy activate 100%, and Berry Juice makes it activate again, ensuring both hazards to be set up. Sticky Web helps with things that outspeed. Stealth Rock deals chip damage, which might come in handy in certain situations. Encore is useful for Pokemon that try to set up against it, and Knock Off cripples the first Pokemon if it tries to set up.
Thanks for reading. Feel free to be as harsh as you want in commenting.
I started with Zarude, since it had Jungle Healing, which let it freely switch in against statuses, and it had access to U-turn too. A perfect Pokemon to use for pivoting.
Then I added Azelf, because Zarude had trouble dealing with Pokemon that are faster than it that had a supereffective move, like Thundurus. Azelf could outspeed Thundurus, and Zarude could cover for most of Azelf's type weaknesses.
I added Salamence as a physical sweeper, basically. Zarude was more of a pivot to gain momentum, so it wouldn't stay on field for long.
I added Primarina to counter Ditto, which would threaten to wipe my team if it copied my Moxie Salamence. Salamence has Outrage, the only supereffective move against it, so the Ditto would be locked into Outrage if it wanted to faint my Salamence, letting my Primarina kill it easily. If not, my Salamence could just faint it with Outrage by itself.
I realized my team had a big weakness against Ice, so I added Lycanrock-D. It was fast and it had good attack, so it could take out Ice types quickly.
Finally, I added Shuckle to set up Sticky Web and Stealth Rock. Sticky Web is especially important, since i would want to avoid being slower.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The team:
Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Jungle Healing
- Darkest Lariat
- Power Whip
- U-turn
Zarude's main role is to take statuses that would cripple the team, like Will-O-Wisp on Salamence. Jungle Healing cures it's status condition while healing it, making the status useless. Darkest Lariat and Power Whip are 2 strong STAB moves, so it can do decent damage if it doesn't need to switch out. If the enemy resists it's attacks, Zarude will use U-turn and switch out, since some of my Pokemon struggle with switching in. Although Zarude can stay on field for quite long, I don't want it to take unnecessary damage and waste Jungle Healing PP, since I'll be using it alot. Heavy-Duty Boots stops hazards from crippling it.
Azelf @ Leftovers
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Punch
- Shadow Ball
- Psychic
- Fire Blast
Azelf is a standard switch-in for Zarude to protect it, and vice versa. Ice Punch can damage Flying types, but it's more of a filler move. I'm willing to switch it out for a better move. Shadow Ball is also in the same situation. Psychic is a strong STAB move. I didn't use Psyshock since there's enough physical damage on the team. Fire
Blast is a strong Fire type move to deal with Bug types, which threaten Azelf and Zarude alot. Most of Azelf's weaknesses are covered by Zarude, and Azelf can help deal with Pokemon that outspeed Zarude. Leftovers is for more sustainability.
Salamence @ Yache Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dual Wingbeat
- Outrage
- Brick Break
- Crunch
Salamence is my physical sweeper, with it's good attack paired with Moxie deals tons of damage after 1 or 2 faints. Dual Wingbeat stops Substitute stalling, Outrage is a powerful Dragon STAB move which stops Ditto (more explanation at Team Building Process) from sweeping. Brick Break counters Ice types, and destroys screens as an added bonus. Crunch lowers defense, which can stop physical walls from stalling for too long with some luck. Yache Berry halves Ice moves, which let's Salamence keep sweeping.
Primarina @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Rest
- Sleep Talk
Primarina is my special sweeper. I didn't use Liquid Voice since I think Scald with a chance to burn is better than a slightly higher damage Hyper Voice. Moonblast is a strong STAB move. Rest and Sleep Talk plus Leftovers makes Primarina immune to statuses, and also heal while dealing damage. High HP EVs makes it stay on field even longer.
Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Accelerock
- Close Combat
- Crunch
Lycanrock-D is my counter to Ice types, which is a big problem for my team. Stone Edge is a powerful STAB rock move with a added bonus - a high crit rate. Accelerock is useful for crucial moments where Lycanrock needs to move first. Close Combat is a powerful move. Crunch lowers defense, making Accelerock do more damage.
Shuckle @ Berry Juice
Ability: Sturdy
Level: 1
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Knock Off
Shuckle is my starting Pokemon. It sets up hazards, which greatly help my team. It's level makes Sturdy activate 100%, and Berry Juice makes it activate again, ensuring both hazards to be set up. Sticky Web helps with things that outspeed. Stealth Rock deals chip damage, which might come in handy in certain situations. Encore is useful for Pokemon that try to set up against it, and Knock Off cripples the first Pokemon if it tries to set up.
Thanks for reading. Feel free to be as harsh as you want in commenting.
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