Hi everyone. being a long time lurker in smogon and learning a lot in the process, i finally thought i should contribute by highlighting my current team to you guys. while it is still a work in progress, the team has been great so far and has allowed me to stall many teams successfully( though sad to say, most victories are through ragequits when they can't break through the defence).
Here is my team
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def
Impish Nature (+Def, -SAtk)
- Toxic Spikes
- Rapid Spin
- Explosion
- Protect
This guy here starts and spreads the main status of my team, toxic. That's right. What he does is that , after my initial team preview, i take a look on whether or not it is worth while to lay out the toxic spikes or not, or simply go to other members to lay out the pain. If there is a non-levitating poison pokemon on the other team, i wouldn't set it up initially and would try to get rid of it before setting up. and if there is only one pokemon on the opposing team that would suffer from said poison, i would normally forgo the use of toxic spikes. you must then be wondering, if toxic spikes is not used, then what's the point of forry? well, in many a times, with his ability sturdy, it has allowed me to get off an explosion that ultimately helped saved my team's ass when an opponent has set up. Protect allows for further toxic stalling and rapid spin gets rid of entry hazards that my team doesn't appreciate.
Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -SAtk)
- Close Combat
- Fire Blast(replaced, initially flare blitz)
- Fake Out
- Stealth Rock
Now i know what you are thinking. Lead infernape in this metagame? Are you kidding me? well, just wait and hear me out. With the highlight of my team being toxic stall, fake out actually allows infernape to contribute to this. stealth rock is there because it's stealth rock and stab moves is really all infernape needs because those are wonderful offensive STABs to have. What i mainly use infernape for is as cleanup crew where he comes in on all the weakened mons and just sweeps his way through all of them. he is a beast.
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Fling
- Acrobatics
- Earthquake
Yes, physical wall number 2, Gliscor! he is really, at most times an im promtu wall when i need him. at other times, he is an offensive attacker, attacking with dual stabs and at other times, he is aiding the team in, wait for it, toxic stalling. he can spread his own status with fling and also stall with protect to gain health and waste turns.
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Ice Beam
this is my version of vaporeon's special wall. with its awesome hp and special defence, it takes hits like no tomorrow (on the special side anyway) for some calcs, this guy doesn't even die to a specs draco meteor from sazandora, so it can wish that turn and protect to recover most of its health. Best special wall IMO
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 12 HP / 252 SAtk / 8 SDef / 236 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
now i have gotten alot of stares for the use of this guy. They go "lol, scarf zone" after i show and use this guy. what he does: takes out steels not named heatran and revenges all water types for me. i am aware that it doesn't support my team in stalling, but he does take out steels that are immune to toxic so that is his niche.
Dragonite (M) @ Leftovers
Trait: Multiscale
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Roost
- Dragon Tail
- Substitute
Now, this guy, is the boss hands down. he stalls, he spreads status on those that can't be toxiced, and he stalls and shuffles the team to rack up stealth rock and dragon tail damage. now, for those who have never used this guy, i demand that all use this guy. he has won me many a battle with his shuffling.
so guys, you know my team. so tell me my friends? how do i improve it?
Here is my team
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def
Impish Nature (+Def, -SAtk)
- Toxic Spikes
- Rapid Spin
- Explosion
- Protect
This guy here starts and spreads the main status of my team, toxic. That's right. What he does is that , after my initial team preview, i take a look on whether or not it is worth while to lay out the toxic spikes or not, or simply go to other members to lay out the pain. If there is a non-levitating poison pokemon on the other team, i wouldn't set it up initially and would try to get rid of it before setting up. and if there is only one pokemon on the opposing team that would suffer from said poison, i would normally forgo the use of toxic spikes. you must then be wondering, if toxic spikes is not used, then what's the point of forry? well, in many a times, with his ability sturdy, it has allowed me to get off an explosion that ultimately helped saved my team's ass when an opponent has set up. Protect allows for further toxic stalling and rapid spin gets rid of entry hazards that my team doesn't appreciate.
Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -SAtk)
- Close Combat
- Fire Blast(replaced, initially flare blitz)
- Fake Out
- Stealth Rock
Now i know what you are thinking. Lead infernape in this metagame? Are you kidding me? well, just wait and hear me out. With the highlight of my team being toxic stall, fake out actually allows infernape to contribute to this. stealth rock is there because it's stealth rock and stab moves is really all infernape needs because those are wonderful offensive STABs to have. What i mainly use infernape for is as cleanup crew where he comes in on all the weakened mons and just sweeps his way through all of them. he is a beast.
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Fling
- Acrobatics
- Earthquake
Yes, physical wall number 2, Gliscor! he is really, at most times an im promtu wall when i need him. at other times, he is an offensive attacker, attacking with dual stabs and at other times, he is aiding the team in, wait for it, toxic stalling. he can spread his own status with fling and also stall with protect to gain health and waste turns.
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Ice Beam
this is my version of vaporeon's special wall. with its awesome hp and special defence, it takes hits like no tomorrow (on the special side anyway) for some calcs, this guy doesn't even die to a specs draco meteor from sazandora, so it can wish that turn and protect to recover most of its health. Best special wall IMO
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 12 HP / 252 SAtk / 8 SDef / 236 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
now i have gotten alot of stares for the use of this guy. They go "lol, scarf zone" after i show and use this guy. what he does: takes out steels not named heatran and revenges all water types for me. i am aware that it doesn't support my team in stalling, but he does take out steels that are immune to toxic so that is his niche.
Dragonite (M) @ Leftovers
Trait: Multiscale
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Roost
- Dragon Tail
- Substitute
Now, this guy, is the boss hands down. he stalls, he spreads status on those that can't be toxiced, and he stalls and shuffles the team to rack up stealth rock and dragon tail damage. now, for those who have never used this guy, i demand that all use this guy. he has won me many a battle with his shuffling.
so guys, you know my team. so tell me my friends? how do i improve it?
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def
Impish Nature (+Def, -SAtk)
- Toxic Spikes
- Rapid Spin
- Explosion
- Protect
Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Fake Out
- Stealth Rock
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Fling
- Acrobatics
- Earthquake
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Ice Beam
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 12 HP / 252 SAtk / 8 SDef / 236 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Dragonite (M) @ Leftovers
Trait: Multiscale
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Roost
- Dragon Tail
- Substitute
Trait: Sturdy
EVs: 252 HP / 252 Def
Impish Nature (+Def, -SAtk)
- Toxic Spikes
- Rapid Spin
- Explosion
- Protect
Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Fake Out
- Stealth Rock
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Fling
- Acrobatics
- Earthquake
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Ice Beam
Magnezone @ Choice Scarf
Trait: Magnet Pull
EVs: 12 HP / 252 SAtk / 8 SDef / 236 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Dragonite (M) @ Leftovers
Trait: Multiscale
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Roost
- Dragon Tail
- Substitute