Okay this is my first time actually playing pokemon competitive with a thought out team.
First things first, this is my team on the actual console so yeah I was adjusting stats for level 50 pokemon and no pokebank yet.
Well I pretty much started off with a very common mega
Kangaskhan (Fuhrer☆Blitz) @ Kangaskhanite
Ability: Scrappy => Parental Bond
EVs: 252 Hp / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Sucker Punch
- Return
- Earthquake
I like to have kangaskhan as a hit and run sort of attacker, I U-turn into kangaskhan, do a free hit with fake out, do some damage or switch out if they switch in a counter. Main obstacles I face is the usual iron barbs/rough skin/rocky helmet users, as well as ghosts after I mega, Gengar is troublesome if he doesn't mega evolve and there is also the problem against some status users. I dislike getting burnt/poisoned/confused and I'm quite tempted to add in someone with Aromatherapy/Heal Bell on my team.
I don't really find the need to go that fast, as I have my priority moves and they usually are enough. I don't find much need for power up punch as people will try to force out kangaskhan and I usually don't stay in long enough for me to abuse it.
Generally people will use a fighting move against my kangaskhan so I predict the move and switch in:
Trevenant (Yggdrasil"R") @ Sitrus Berry
Ability: Harvest
EVs: 244 HP / 4 Def/ 140 SDef / 120 Spe
Careful Nature
- Horn Leech
- Shadow Claw
- Will-O-Wisp
- Protect
This guy is pretty tank. I switch to him into grass and fighting moves and he can usually take a hit. Will-o-wisp those physical attackers, horn leech to get some hp back and its a decent grass STAB prefer it over hammer arm as I dislike the recoil. Shadow Claw against enemy ghosts/psychics and protect to scout out moves, burn stall or even stall for harvesting that sitrus berry again.
Now to counter those fire types,
Vaporeon (Formless♥) @ Leftovers
Ability: Water Absorb
EVs: 148 HP / 252 Def / 4 SAtk/ 100 SDef/ 4 Spe
Bold Nature
- Wish
- Protect
- Scald
- Ice Beam
Now the EVs are quite wierd, I did it so it has perfect leftovers recovery and a having a mixed tank is pretty decent too. I like passing those big wishes to my other teammates and sometimes to heal herself as well. Scald for STAB and the chance to burn is great, Ice Beam for grass types and dragons and that's pretty much it. Protect stall for leftovers recovery.
Toxic used to be in the place of Wish but I find wishes quite helpful and I don't want to lose Ice Beam. Perhaps I can have her a bit bulkier or skew it towards special attack so she can KO more often.
Since people generally like electrifying my Vaporeon so often, I could use an immunity.
Gliscor (Blood♠Letter) @ Toxic Orb
Ability: Poison Heal
EVs: 204 HP / 248 Def / 36 SDef / 20 Spe
Impish Nature
- Earthquake
- Toxic
- U-turn
- Protect
As like before I have the HP EVs for poison heal recovery, its is also a great physical tank and a bit into SDef so I have a chance to survive some water attacks. Earthquake for the STAB, hits those steels pretty hard and Toxic and Protect for toxic stalling, U-turn for switching into more ideal counters.
I suppose I could drop out U-turn for more coverage moves for example Ice Fang or something but Gliscor has been doing great for me so far and the EVs for him are still pretty good but perhaps I should optimize him better.
Now I suppose I need a SDef tank so...
Goodra (Sublime☆Gall) @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 252 SDef/ 4 Spe
Modest Nature
- Draco Meteor
- Thunderbolt
- Fire Blast
- Focus Blast
Yeah he is a great SDef tank, just need to be on the lookout for physical attackers, dragon/fairy/ice moves. I miss with Fire Blast alot but it doesn't really matter usually because they tend to predict that and bring something that resists it anyway, I underestimate the power of Draco Meteor at times.
Well and I like its grass immunity, its great. I don't understand the reason for Gooey, I mean contact moves, well if there is a physical attacker, chances are they will probably KO you due to your low defences anyway.
Should I replace something for Power Whip?
Now I just need something to take care of hazards.
Crobat (Piercing♪) @ Black Sludge
Ability: Infiltrator
EVs: 252 Atk /4 Def/ 252 Spe
Jolly Nature
- Defog
- Taunt
- Brave Bird
- U-turn
Could be used as a lead, that fast taunt usually forces the switch, I either brave bird or uturn the switch in. If later in the game, defog the hazards and uturn out.
Not much to it, infiltrator to hit those behind subs, and I underestimate how hard crobat can hit sometimes.
Roost seems like a popular option but I'm not bulky enough for it to do much.
Further Comments:
Well here's my team, I got a wierd fondness for immunites, EQ/Poison/Water/Grass/Ghost/Fighting/Normal/Electric immunity that I sometimes forget that I should really bring in something that can counter them instead of checking them.
No real setupper or a late game sweeper, more of doing small amounts of damage, status and stall opponents to death.
Some wierd EVs, probably ideal for the recovery but it hurts their survivability. Well the team works probably has quite a obvious weaknesses that I haven't really thought of since I'm new to this.
Well I found it fun to breed and play but I ran into some trouble like garchomp and the other big sweepers, nothing to really take their hits so pretty much have to toxic them and protect stall and offer some pokemon as fodder. Probably a bad way of handling it since I built the team considering how they all worked together instead of a few cores.
First things first, this is my team on the actual console so yeah I was adjusting stats for level 50 pokemon and no pokebank yet.
Well I pretty much started off with a very common mega
Kangaskhan (Fuhrer☆Blitz) @ Kangaskhanite
Ability: Scrappy => Parental Bond
EVs: 252 Hp / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Sucker Punch
- Return
- Earthquake
I like to have kangaskhan as a hit and run sort of attacker, I U-turn into kangaskhan, do a free hit with fake out, do some damage or switch out if they switch in a counter. Main obstacles I face is the usual iron barbs/rough skin/rocky helmet users, as well as ghosts after I mega, Gengar is troublesome if he doesn't mega evolve and there is also the problem against some status users. I dislike getting burnt/poisoned/confused and I'm quite tempted to add in someone with Aromatherapy/Heal Bell on my team.
I don't really find the need to go that fast, as I have my priority moves and they usually are enough. I don't find much need for power up punch as people will try to force out kangaskhan and I usually don't stay in long enough for me to abuse it.
Generally people will use a fighting move against my kangaskhan so I predict the move and switch in:
Trevenant (Yggdrasil"R") @ Sitrus Berry
Ability: Harvest
EVs: 244 HP / 4 Def/ 140 SDef / 120 Spe
Careful Nature
- Horn Leech
- Shadow Claw
- Will-O-Wisp
- Protect
This guy is pretty tank. I switch to him into grass and fighting moves and he can usually take a hit. Will-o-wisp those physical attackers, horn leech to get some hp back and its a decent grass STAB prefer it over hammer arm as I dislike the recoil. Shadow Claw against enemy ghosts/psychics and protect to scout out moves, burn stall or even stall for harvesting that sitrus berry again.
Now to counter those fire types,
Vaporeon (Formless♥) @ Leftovers
Ability: Water Absorb
EVs: 148 HP / 252 Def / 4 SAtk/ 100 SDef/ 4 Spe
Bold Nature
- Wish
- Protect
- Scald
- Ice Beam
Now the EVs are quite wierd, I did it so it has perfect leftovers recovery and a having a mixed tank is pretty decent too. I like passing those big wishes to my other teammates and sometimes to heal herself as well. Scald for STAB and the chance to burn is great, Ice Beam for grass types and dragons and that's pretty much it. Protect stall for leftovers recovery.
Toxic used to be in the place of Wish but I find wishes quite helpful and I don't want to lose Ice Beam. Perhaps I can have her a bit bulkier or skew it towards special attack so she can KO more often.
Since people generally like electrifying my Vaporeon so often, I could use an immunity.
Gliscor (Blood♠Letter) @ Toxic Orb
Ability: Poison Heal
EVs: 204 HP / 248 Def / 36 SDef / 20 Spe
Impish Nature
- Earthquake
- Toxic
- U-turn
- Protect
As like before I have the HP EVs for poison heal recovery, its is also a great physical tank and a bit into SDef so I have a chance to survive some water attacks. Earthquake for the STAB, hits those steels pretty hard and Toxic and Protect for toxic stalling, U-turn for switching into more ideal counters.
I suppose I could drop out U-turn for more coverage moves for example Ice Fang or something but Gliscor has been doing great for me so far and the EVs for him are still pretty good but perhaps I should optimize him better.
Now I suppose I need a SDef tank so...
Goodra (Sublime☆Gall) @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 252 SDef/ 4 Spe
Modest Nature
- Draco Meteor
- Thunderbolt
- Fire Blast
- Focus Blast
Yeah he is a great SDef tank, just need to be on the lookout for physical attackers, dragon/fairy/ice moves. I miss with Fire Blast alot but it doesn't really matter usually because they tend to predict that and bring something that resists it anyway, I underestimate the power of Draco Meteor at times.
Well and I like its grass immunity, its great. I don't understand the reason for Gooey, I mean contact moves, well if there is a physical attacker, chances are they will probably KO you due to your low defences anyway.
Should I replace something for Power Whip?
Now I just need something to take care of hazards.
Crobat (Piercing♪) @ Black Sludge
Ability: Infiltrator
EVs: 252 Atk /4 Def/ 252 Spe
Jolly Nature
- Defog
- Taunt
- Brave Bird
- U-turn
Could be used as a lead, that fast taunt usually forces the switch, I either brave bird or uturn the switch in. If later in the game, defog the hazards and uturn out.
Not much to it, infiltrator to hit those behind subs, and I underestimate how hard crobat can hit sometimes.
Roost seems like a popular option but I'm not bulky enough for it to do much.
Further Comments:
Well here's my team, I got a wierd fondness for immunites, EQ/Poison/Water/Grass/Ghost/Fighting/Normal/Electric immunity that I sometimes forget that I should really bring in something that can counter them instead of checking them.
No real setupper or a late game sweeper, more of doing small amounts of damage, status and stall opponents to death.
Some wierd EVs, probably ideal for the recovery but it hurts their survivability. Well the team works probably has quite a obvious weaknesses that I haven't really thought of since I'm new to this.
Well I found it fun to breed and play but I ran into some trouble like garchomp and the other big sweepers, nothing to really take their hits so pretty much have to toxic them and protect stall and offer some pokemon as fodder. Probably a bad way of handling it since I built the team considering how they all worked together instead of a few cores.
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