Carbink @ Leftovers
Ability: Clear Body
Nature: Calm
EVs: 252 HP / 128 Def / 128 SpD
- Stealth Rock
- Toxic
- Reflect
- Light Screen
I lead with Carbink to set-up and support by throwing down stealth rocks and putting up defence screens. If he manages to last that long I'll cripple further by using toxic. He is quite bulky and I've found he can hang around for a long time without fainting. If he does his job and manages to pull off all four moves, I'll switch him out for a rapid-spinner/sweeper to reap the benefits.
THREATS I'VE IDENTIFIED: Useless if opponent leads with a Steel Pokemon.
Donphan @ Assault Vest
Ability: Sturdy
Nature: Sassy
EVs: 252 HP / 128 Atk / 128 SpD
- Rapid Spin
- Ice Shard
- Fire Fang
- Earthquake
Donphan serves two roles for me. He is bulky enough with the assault vest to switch into most things. Rapid Spin is obviously to clear any entry hazards, which really helps Focus Sash Weavile out later. Earthquake is great STAB, with Fire Fang for coverage and Ice Shard for priority. He is probably my best counter for Mega Blaziken if he can get an Earthquake on him with Stealth Rock damage and Sturdy.
THREATS I'VE IDENTIFIED: Can't do much to Flying Types, Sturdy is useless if he switches into hazards, very low speed.
Omastar @ White Herb
Ability: Shell Armor
Nature: Calm
EVs: 124 Def / 252 SpA / 132 SpD
- Ancient Power
- Ice Beam
- Scald
- Shell Smash
I found him to be a very useful special sweeper. He can sponge one hit to set up with Shell Smash (barring grass attacks) and white herb restores defences to normal. From there it's usually Scald. Ice Beam for coverage of grass types. AncientPower, though weak has been handy for STAB as well as taking down Talonflame and Charizard. The slim chance of having all stats raised is a nice bonus when it works.
THREATS I'VE IDENTIFIED: Getting hit hard before he can set up, switching into a Fire Type using a Grass move, paralysis and burn really cripple his potential.
Breloom @ Life Orb
Ability: Technician
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe
- Bullet Seed
- Power-Up Punch
- Spore
- Mach Punch
Standard fare for Technician Breloom. I have tried to make him as fast as possible so as to get Spore off quickly as he is quite frail in defences. Once asleep, Power-Up Punch is great for damage and raising attack (I think it's more useful than Swords Dance, but that's just my opinion). Bullet Seed boosted by a few Power-Up Punches is sensational, and Mach Punch for priority in a pinch.
THREATS I'VE IDENTIFIED: Speed is the biggest one, he'll be 0HKO frequently if Spore doesn't go first. Gale Wings Talonflame destroys him.
Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Brick Break
- Ice Shard
- Night Slash
- Swords Dance
My revenge killer. He works perfectly so long as entry hazards are cleared by Donphan. I let him take a hit to usually go to 1HP, use Swords Dance, then sweep. He is fast enough to outpace a lot of competition, and behind a Swords Dance, Night Slash is amazing. Ice Shard helps check an opponent using their own priority move when he's at 1HP. I prefer Brick Break over Low Sweep for the extra power, plus Weavile doesn't need to slow down the competition that badly.
THREATS I'VE IDENTIFIED: Focus Sash is useless if there are entry hazards (have tried to check this by using Donphan).
Mega Venusaur @ Venusaurite
Ability: Overgrow -> Thick Fat
Nature: Timid
EVs: 252 HP / 128 SpA / 128 Spe
- Leech Seed
- Toxic
- Energy Ball
- Sludge Wave
THREATS I'VE IDENTIFIED: Lots of Pokemon resist both STABS.
If Carbink is threatened as an opener, I'll switch out for Venusaur and use him for support and stalling with Leech Seed / Toxic. If he can come in later in the game, Leech Seed is still a must, but I will switch to strong STAB moves. Energy Ball's extra power was preferred over Giga Drain. I considered Venoshock instead of Sludge Wave but it seemed too situational.
****
So this is my first competitive team, also the first time I have invested in EV training, etc. I've played with this team a lot and I'm after suggestions to cover its weaknesses. Hopefully I have followed all the forum rules in my RMT. What I'd like to know is what improvements I can make - open to all suggestions!
Thanks.
Ability: Clear Body
Nature: Calm
EVs: 252 HP / 128 Def / 128 SpD
- Stealth Rock
- Toxic
- Reflect
- Light Screen
I lead with Carbink to set-up and support by throwing down stealth rocks and putting up defence screens. If he manages to last that long I'll cripple further by using toxic. He is quite bulky and I've found he can hang around for a long time without fainting. If he does his job and manages to pull off all four moves, I'll switch him out for a rapid-spinner/sweeper to reap the benefits.
THREATS I'VE IDENTIFIED: Useless if opponent leads with a Steel Pokemon.
Donphan @ Assault Vest
Ability: Sturdy
Nature: Sassy
EVs: 252 HP / 128 Atk / 128 SpD
- Rapid Spin
- Ice Shard
- Fire Fang
- Earthquake
Donphan serves two roles for me. He is bulky enough with the assault vest to switch into most things. Rapid Spin is obviously to clear any entry hazards, which really helps Focus Sash Weavile out later. Earthquake is great STAB, with Fire Fang for coverage and Ice Shard for priority. He is probably my best counter for Mega Blaziken if he can get an Earthquake on him with Stealth Rock damage and Sturdy.
THREATS I'VE IDENTIFIED: Can't do much to Flying Types, Sturdy is useless if he switches into hazards, very low speed.
Omastar @ White Herb
Ability: Shell Armor
Nature: Calm
EVs: 124 Def / 252 SpA / 132 SpD
- Ancient Power
- Ice Beam
- Scald
- Shell Smash
I found him to be a very useful special sweeper. He can sponge one hit to set up with Shell Smash (barring grass attacks) and white herb restores defences to normal. From there it's usually Scald. Ice Beam for coverage of grass types. AncientPower, though weak has been handy for STAB as well as taking down Talonflame and Charizard. The slim chance of having all stats raised is a nice bonus when it works.
THREATS I'VE IDENTIFIED: Getting hit hard before he can set up, switching into a Fire Type using a Grass move, paralysis and burn really cripple his potential.
Breloom @ Life Orb
Ability: Technician
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe
- Bullet Seed
- Power-Up Punch
- Spore
- Mach Punch
Standard fare for Technician Breloom. I have tried to make him as fast as possible so as to get Spore off quickly as he is quite frail in defences. Once asleep, Power-Up Punch is great for damage and raising attack (I think it's more useful than Swords Dance, but that's just my opinion). Bullet Seed boosted by a few Power-Up Punches is sensational, and Mach Punch for priority in a pinch.
THREATS I'VE IDENTIFIED: Speed is the biggest one, he'll be 0HKO frequently if Spore doesn't go first. Gale Wings Talonflame destroys him.
Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Brick Break
- Ice Shard
- Night Slash
- Swords Dance
My revenge killer. He works perfectly so long as entry hazards are cleared by Donphan. I let him take a hit to usually go to 1HP, use Swords Dance, then sweep. He is fast enough to outpace a lot of competition, and behind a Swords Dance, Night Slash is amazing. Ice Shard helps check an opponent using their own priority move when he's at 1HP. I prefer Brick Break over Low Sweep for the extra power, plus Weavile doesn't need to slow down the competition that badly.
THREATS I'VE IDENTIFIED: Focus Sash is useless if there are entry hazards (have tried to check this by using Donphan).
Mega Venusaur @ Venusaurite
Ability: Overgrow -> Thick Fat
Nature: Timid
EVs: 252 HP / 128 SpA / 128 Spe
- Leech Seed
- Toxic
- Energy Ball
- Sludge Wave
THREATS I'VE IDENTIFIED: Lots of Pokemon resist both STABS.
If Carbink is threatened as an opener, I'll switch out for Venusaur and use him for support and stalling with Leech Seed / Toxic. If he can come in later in the game, Leech Seed is still a must, but I will switch to strong STAB moves. Energy Ball's extra power was preferred over Giga Drain. I considered Venoshock instead of Sludge Wave but it seemed too situational.
****
So this is my first competitive team, also the first time I have invested in EV training, etc. I've played with this team a lot and I'm after suggestions to cover its weaknesses. Hopefully I have followed all the forum rules in my RMT. What I'd like to know is what improvements I can make - open to all suggestions!
Thanks.