Swampert Team

So, basically, I wanted to make a team that revolves around one of my favorite pokemon Swampert. So, I was wondering if my team would be good enough to take down walls. Here is my team.

Swampert-Choice Band
Torrent
Adamant
EVs: 172 HP/252 Atk/84 Spd
-Earthquake
-Ice Punch
-Waterfall
-Superpower

Earthquake is good to take care of electric types for my Jellicent. Ice Punch to take care of flying types for my Infernape and also to get rid of the common dragon types. Waterfall is a good attacking move. Superpower for steel types that will be more common in the X and Y game because of Fairies.

Infernape-Choice Band
Iron Fist
jolly
EVs: 4 HP/252 Atk/252 Spd
-Close Combat
-Thunderpunch
-U-Turn
-Flare Blitz

Close Combat is help for the STAB choice band making the move very strong. Thunderpunch for the Iron Fist make the move 1.5X stronger and thunderpunch takes care of water types and flying types, a big threat to Infernape. U-Turn for getting out of battles once sent out. Flare Blitz for constant STAB attacks making it a big threat

Jolteon-Choice Specs
Volt Absorb
@Timid
EVs: 4 Def/ 252 Atk/ 252 Spd
-Thunder
-Volt Switch
-Signal Beam
-Hidden Power Ice

Thunder for STAB constant attacks. Volt Switch to instantly get out of the battle safely with the STAB bonus. Signal Beam for threats like Torterra or pokemon like that. Hidden Power Ice for the ground type pokemon.

Excadrill-Air Balloon
Mold Breaker
Adamant
EVs: 176 HP/60 Atk/252 SpD/20 Spd
-Rapid Spin
-Earthquake
-Stealth Rocks
-Rock Slide

Rapid spin to get rid of Spikes, Toxic Spikes, Stealth Rocks etc. Earthquake for a STAB hit everything on field move. Stealth Rocks just for the entry hazards. Rock Slide to get rid of flying types and fire types.

Alakazam-Alakzamite
Trace
@Timid
EVs: 4 HP/252 SAtk/252 Spd
-Psychic
-Substitue
-Signal Beam
-Focus Blast

Psychic to get rid of the poison types. Substitute for the protection against OU pokemon that have Shadow Claw or a good attacking dark or ghost type move. Signal beam for getting rid of the dark types and Alakazams. Focus blast just to totally defeat Mega Aggron or Lucario.

Jellicent-Leftovers
Cursed Body
@Bold
EVs: 248 HP/252 Def/8 SpD
-Will-o-Wisp
-Taunt
-Scald
-Recover

This Jellicent can be the perfect staller of a team. He can disable a move without using Disable. Will-o-Wisp to cut the opponents attack in half. Taunt to get rid of other stallers such as Chancey or Sabeleye. Scald to get rid of Grass types without them knowing its coming. Recover just to keep healing and annoying the opponent.

Thanks for reading! I hope this gets a good rate and if you can, try this team out!
 
Let me help you out with this team a little.
alakazam-mega.gif

Alakazam @Alakzamite
Ability: Trace
Nature: Timid
EVs: 4 HP/252 SAtk/252 Spd
-Psyshock
-Substitue
-Shadow Ball
-Focus Blast
There is no reason why Alakazam should have Signal Beam. Your reason for picking it as a move was 'Signal beam for getting rid of the dark types and Alakazams' Dark Types can be dealt with by Focus Blast which hits harder and then Psychic Pokemon(Alakazams as you stated) can be taken out with the replacement for Signal Beam which is Shadow Ball, this can also hit Ghost types therefore giving Mega-Alakazam even MORE coverage. Psyshock over Psychic so you can hit specially defensive walls hard and you aren't completely walled by them.
jolteon.gif

Jolteon @Choice Specs/Life Orb
Ability: Volt Absorb
Nature: Timid
EVs: 4 HP / 252 SpAtk / 252 Spd
-Thunderbolt
-Volt Switch
-Signal Beam/Shadow Ball
-Hidden Power Ice
Most people for go for LO Jolteon instead of Choice Specs but I don't see why you can't run a Specs set. As long as you aren't getting over predicted it seems fine to me. Thunderbolt over Thunder just because you don't want to risk the miss. It could really be game changing if you predict something to come in and then miss that attack. It gives the opponent to see whats coming and potentially switch out. Thunderbolt is still going to be hitting hard anyway. As for the Shadow Ball/Signal Beam both moves are fine but you may find moments where you want to switch it up to see which you found most useful.
jellicent.gif

Jellicent Leftovers
Ability: Water Absorb
Nature: Bold
EVs: 252 HP/ 252 SpD / 4 Def
-Will-o-Wisp
-Toxic
-Scald
-Recover
Water Absorb over Cursed Body because it is just the better ability. Who doesn't want to gain HP from getting hit by a water move? Toxic instead of Taunt because you are already stupidly slow and by the time you taunt something it will already have set up +1/+2 or behind a sub/status you in some form of way. I think the other moves are pretty much self explanatory. Scald because you want that chance of burn. Recover to restore the damage you've taken and Will-O-Wisp to cripple attackers and then Recover of damage since you aren't invested in defense much.
 
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