Hey everyone, could use some help balancing my team. Have had decent success so far but still have balancing issues.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
The main guy the team is centered around. Swords dance x Bullet punch can sweep most teams once it's attack is maxed. Roost keeps it alive and U-turn is great for quick hits and retreating. Scizor is one of my favorite mons so I wanted to make him the centerpiece of my team despite their being better mons out there competitively.
Tangrowth @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Lax Nature
- Leech Seed
- Protect
- Toxic
- Earthquake
The tank of the team to take hits. Protect x toxic x leech seed is annoying and will keep them switching out. Earthquake to at least have an attack move but rarely use and might need tweaking.
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Secret Sword
- Scald
- Calm Mind
Keldeo is great but has lots of weaknesses. Icy wind is great because many do not expect it. Scald to hopefully get a burn in but rarely has luck. If I can get calm mind off, it has potential to sweep many teams, especially using sacred sword.
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Taunt
- Moonblast
- Nature's Madness
My lead off pokemon that I am the most skeptical about. Not fast enough to keep up with some of the others. Taunt is very necessary but due to the speed can sometimes go second. Nature's madness is used for resistance and does exactly half damage. The other two are typical STAB attacks. Would not mind getting rid of him for a better lead.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Focus Punch
- Fire Punch
- Knock Off
- Volt Switch
Also skeptical of. Amazing speed but damage is not its strong suit. Use it to round off the weaknesses giving it a fire, electric, and fighting move. Volt switch to retreat and focus punch for when they retreat. Could use help choosing moves or replacing all together.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Stealth Rock
- Defog
- Knock Off
- Toxic
another pokemon to cause frustration. stealth rock to do damage on switching. toxic to make them switch. Defog definitely necessary to clear any obstacles. Knock off can be useful for leftovers, but rarely does enough for the kill.
Would love any suggestions. The lack of rock, poison, dragon, flying, and ghost moves can sometimes make winning hard; especially against pokemon such as volcorona, mega-sableye, celesteela, and others. Any suggestions would help. Thanks.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
The main guy the team is centered around. Swords dance x Bullet punch can sweep most teams once it's attack is maxed. Roost keeps it alive and U-turn is great for quick hits and retreating. Scizor is one of my favorite mons so I wanted to make him the centerpiece of my team despite their being better mons out there competitively.
Tangrowth @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Lax Nature
- Leech Seed
- Protect
- Toxic
- Earthquake
The tank of the team to take hits. Protect x toxic x leech seed is annoying and will keep them switching out. Earthquake to at least have an attack move but rarely use and might need tweaking.
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Secret Sword
- Scald
- Calm Mind
Keldeo is great but has lots of weaknesses. Icy wind is great because many do not expect it. Scald to hopefully get a burn in but rarely has luck. If I can get calm mind off, it has potential to sweep many teams, especially using sacred sword.
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Taunt
- Moonblast
- Nature's Madness
My lead off pokemon that I am the most skeptical about. Not fast enough to keep up with some of the others. Taunt is very necessary but due to the speed can sometimes go second. Nature's madness is used for resistance and does exactly half damage. The other two are typical STAB attacks. Would not mind getting rid of him for a better lead.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Focus Punch
- Fire Punch
- Knock Off
- Volt Switch
Also skeptical of. Amazing speed but damage is not its strong suit. Use it to round off the weaknesses giving it a fire, electric, and fighting move. Volt switch to retreat and focus punch for when they retreat. Could use help choosing moves or replacing all together.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Stealth Rock
- Defog
- Knock Off
- Toxic
another pokemon to cause frustration. stealth rock to do damage on switching. toxic to make them switch. Defog definitely necessary to clear any obstacles. Knock off can be useful for leftovers, but rarely does enough for the kill.
Would love any suggestions. The lack of rock, poison, dragon, flying, and ghost moves can sometimes make winning hard; especially against pokemon such as volcorona, mega-sableye, celesteela, and others. Any suggestions would help. Thanks.