Alright guys, this is my first time with RMT, so I do plead you to bash my team as hard as possible <3 So, Let's get into this:
Just from that, you may notice the synergy: Water Grass Fire, and Fighting Dark Psychic.
In review, there are Three Mixed Walls, One SpD Wall, One SpA Sweeper, and one Atk Sweeper. Two of the Walls are potential Sweepers. One of the walls is a supporter. And the last wall is a phazer.
All of your Love is appreciated, and your criticism even more <3
(Sorry for the odd set up of Text ;P)
Just from that, you may notice the synergy: Water Grass Fire, and Fighting Dark Psychic.
Scope them:
Spiritomb@Leftovers
Ability: Pressure
EVs: 252 HP/ 252 Def/ 4 Spd
Nature: Bold
~ Calm Mind
- Dark Pulse
- Hidden Power (Fighting)
~ Rest
So, we are starting things off with a Pokemon that is quite bulky. Not only a great wall to the prominent fighting types, but a semi-reliable lead. It is easily able to set up on Deoxys-D, and if I fear that spikes will take too much of a toll on my team (based on theirs), then I can usually kill it in two hits with +1. Either way, at least two layers of Spikes will be set if you choose to lead with this. By maximizing it's defensive stats, Spiritomb can switch a threatening blow. That coupled with it's Dark/Ghost typing, giving it no weaknesses, but Immunity to common fighting, psychic, and normal types, make this the arguably best typing that a Pokemon can get. Dark Pulse gives it a great STAB attack that will hit anything that doesn't resist it really hard after a few Calm Minds. Hidden Power (Fighting) covers the rest. Although not STAB, it hits Steel Types and Dark Types like there's no tomorrow, especially if you can get a Calm Mind under your wing. Rest isn't the most reliable form or recovery, but I prefer to get it's HP up fast, with it's defenses it is possible to stall out the turns if you must, or you can switch out and kill the threatening foe.
Shaymin@Choice Specs
Ability: Natural Cure
EVs: 4 HP/ 252 SpA/ 252 Spe
Nature: Timid
~ Seed Flare
- Earth Power
- Hidden Power (Ice)
~ Rest
Next we dig our way into the first Pokemon of the synergy: Shaymin! With all it's stats being at base One hundred, Shaymin is among the strongest grass type pokemon in this tier. It can be switched in on bulky waters, possibly revenge kill a fire type, and even take out threatening flying type. This moveset that has been bestowed upon Shaymin is so versatile, and fits right in with this team. It's move of choice, with 120 Base Power as well as STAB, is Seed Flare. Exclusive to Shaymin, it works out quite well with the chance of it's secondary effect happening: it may Lower the foes Special Defense stat by 2 stage. What a monster Shaymin becomes after that! However, the accuracy of the move is a little disappointing, and can really hurt when you miss in a Pinch, being at 85. But, with the choice specs item and a Speed loving nature, Shaymin is notoriously able to kill Bulky Water types with no hesitation. The next move of choice is Earth Power. It can kill opposing fire types, that aren't scarfed, and has a chance to lower their Special Defense stat by one stage. This is also the only counter on the team to electric type Pokemon. Now, for the Hidden Power, I opt to go for Ice for greater coverage. I already have Victini to demolish the threats with fire, so Ice can kill threatening Flying types. The final move is Rest, which is coupled with Natural Cure to wake up on switching. Be warned, with HP Ice, any Max Speed Victinis, scarfed or not, will outspeed you by 1 point.
Victini@Choice Band
Ability: Victory Star
EVs: 4 HP/ 252 Atk/ 252 Spe
Nature: Jolly
~ V-Create
- Fusion Bolt
- U-Turn
~ Zen Headbutt
And Shaymin's partner of Choice is.. Victini! Not only that, but it makes up the entirety of the Dual Synergy, having a Fire/Psychic type combination. Rivaled only by Darminatan for the strongest (offensively) fire type in UU, Victini packs a powerful punch! Not only that, but it has access to Dual STAB moves, with is always fun to play around with. Now Victinis STAB, the strongest move without sacrifice, is V-Create! This will hit every pokemon hard, except for Bulky water types. 180 Base power and a choice band, just the fear of that attack itself may for switches! There are drawbacks, however. It may do massive damage, but it also lowers the user's Defense, Special Defense, and Speed by one stage each. It ohko's even the bulkiest of Tangrowths! It will also do a neat chunk to water types such as Slowking, as well. To counter water types (Not, by any means, should you switch into one) Victini has access to Zekrom's signature move, Fusion Bolt. This move can be used on opposing Flying types, or even used to predict a water type switch in. The next move Victini opts to use is U-Turn. This is more for scouting, for the damage output isn't too great. But it can hit the aforementioned Slowpoke family. The final move of choice is an additional STAB, in Zen Headbutt. With a possible flinch, and choice band, this move cannot be passed up. Victini is the Basis of the Dual Synergy.
Empoleon@Leftovers
Ability: Torrent
EVs: 252 HP/ 4 Def/ 252 SpD
Nature: Calm
~ Stealth Rock
- Scald
- Ice Beam
~ Roar
Here comes the final part to the Water, Fire, Grass synergy, Empoleon! This is a common one to use in the synergy, but, it's defenses are greatly appreciated by it's fellow teammates. Instead of using brute force, the massive penguin has decided it best to be as bulky as possible to support the team. Although I did say Spiritomb was a possible lead, this emperor is usually used to set up stealth rocks as soon as possible, which cripple all of the pokemon that threaten it's hedgehog friend, Shaymin. As all bulky water types go, Scald is used, as opposed to Surf, or even the possible Hydro Pump. It cripples physical attackers that may want to set up, and not even a Special Attacker wants to take a burn. It also chooses this as it's STAB, so it can do a hefty amount of damage, as well as burn the for. The third moveslot is taken by Ice Beam. This team has no real counter to Flygon, bar Shaymin, who doesn't stand a chance to a banded Outrage, or even a scarfed one. So, a Steel type pokemon who resists it is great, and one that learns Ice Beam works even better! Ice Beam Usually Ohko's Flygon, and if not it will kill it in two hits. The last move is Roar. It's quite great to use on U-Turn Azelf leads, as a sort of funny way to deal more damage with rocks. This supportive set loves the rest of the team, as the rest of the team loves it!
Umbreon@Leftovers
Ability: Synchronize
EVs: 252 HP/ 4 Def/ 252 SpD
Nature: Careful
~ Wish
- Payback
- Curse / Heal Bell
~ Protect
Let's begin with the next step, Synergy number two! Umbreon fits right in as an opposite of Spiritomb. And, most of the time people won't want to give him a status problem do to his Synchronize ability, and the possible Heal Bell. This variant, however, isn't limited to helping itself. It can also cast Wish onto it's teammates! And, with max HP (A total of 394 Hit Points), Wish heals every single one of my Pokemon a massive deal. Coupled with protect, Wish Stalling is made easy with Umbreons defenses. It is Umbreons strongest way to heal, and arguable greatest way to stall. Everything about this pokemon is about stalling, supporting, and recovering.The choice move of STAB is Payback. With bad Speed, although not the worst, Payback can potentially take a pokemon halfway with no boost, though usually it will make for a 3+ hit KO. This move also gets stronger if the foe decides to switch, which is very likely when they face this pokemon. The final move is based on preferance; Curse or Heal Bell. Heal Bell gives complete support, awaking the sleeping Spiritomb and Hariyama. It's also good if toxic is used on one of your walls, crippling it's potential. If Heal Bell is selected (As it does work well) you'll need more Defense investment. Now, the move curse. It will allow Umbreon to take Close Combats of any sort if your able to set up +3. It will also empower Payback greatly, so getting double damage (Which is super likely due to the speed drops from cursing up). This pokemon is very taunt weak, so it always has to be wary of that.
Hariyama@Leftovers
Ability: Thick Fat
EVs: 12 HP/ 244 Def/ 252 Spd
Nature: Impish
~ Whirlwind
- Brick Break
- Sleep Talk
~ Rest
The Final Pokemon of the team! This has got to be some sort of joke.. I mean, come on, a Hariyama!? This is truly a great pokemon, with Decent Bulk to finish off the team. Thick Fat lets it come in on Fire and Ice type attacks aimed at Shaymin, and it's type let's it take Dark type hits who attempt to fight Victini. With a MASSIVE 432 HP Stat, this pokemon is almost sure to survive and hit. It survives one Brave Bird from Choice Scarfed, Guts Boosted Swellow, and can Whirlwind it out for it to come in and take rock damage later. Which brings us to the moves. It has the Rest and Sleep Talk Combination. This allows it to take a few hits, rest, sleep talk, and repeat. Very annoying, seeing as it's Hit Points count is way too high. It can phaze those who try to set up on it as it sleeps with Whirlwind, while slowly racking up damage from Stealth Rocks, to eventually kill the opposing team. The final move on this is Brick Break. It is a reliable STAB attack, base 75 power, and can ruin the effect of Reflect, as well as Light Screen. And, with 276 unboosted attack power, Hariyama has much potential to Shine on this team. Also, I have been testing Seismic Toss in it's place. It's not as effective, but it hits flying types that decide to switch in harder than Brick Break would.
Spiritomb@Leftovers
Ability: Pressure
EVs: 252 HP/ 252 Def/ 4 Spd
Nature: Bold
~ Calm Mind
- Dark Pulse
- Hidden Power (Fighting)
~ Rest
So, we are starting things off with a Pokemon that is quite bulky. Not only a great wall to the prominent fighting types, but a semi-reliable lead. It is easily able to set up on Deoxys-D, and if I fear that spikes will take too much of a toll on my team (based on theirs), then I can usually kill it in two hits with +1. Either way, at least two layers of Spikes will be set if you choose to lead with this. By maximizing it's defensive stats, Spiritomb can switch a threatening blow. That coupled with it's Dark/Ghost typing, giving it no weaknesses, but Immunity to common fighting, psychic, and normal types, make this the arguably best typing that a Pokemon can get. Dark Pulse gives it a great STAB attack that will hit anything that doesn't resist it really hard after a few Calm Minds. Hidden Power (Fighting) covers the rest. Although not STAB, it hits Steel Types and Dark Types like there's no tomorrow, especially if you can get a Calm Mind under your wing. Rest isn't the most reliable form or recovery, but I prefer to get it's HP up fast, with it's defenses it is possible to stall out the turns if you must, or you can switch out and kill the threatening foe.
Shaymin@Choice Specs
Ability: Natural Cure
EVs: 4 HP/ 252 SpA/ 252 Spe
Nature: Timid
~ Seed Flare
- Earth Power
- Hidden Power (Ice)
~ Rest
Next we dig our way into the first Pokemon of the synergy: Shaymin! With all it's stats being at base One hundred, Shaymin is among the strongest grass type pokemon in this tier. It can be switched in on bulky waters, possibly revenge kill a fire type, and even take out threatening flying type. This moveset that has been bestowed upon Shaymin is so versatile, and fits right in with this team. It's move of choice, with 120 Base Power as well as STAB, is Seed Flare. Exclusive to Shaymin, it works out quite well with the chance of it's secondary effect happening: it may Lower the foes Special Defense stat by 2 stage. What a monster Shaymin becomes after that! However, the accuracy of the move is a little disappointing, and can really hurt when you miss in a Pinch, being at 85. But, with the choice specs item and a Speed loving nature, Shaymin is notoriously able to kill Bulky Water types with no hesitation. The next move of choice is Earth Power. It can kill opposing fire types, that aren't scarfed, and has a chance to lower their Special Defense stat by one stage. This is also the only counter on the team to electric type Pokemon. Now, for the Hidden Power, I opt to go for Ice for greater coverage. I already have Victini to demolish the threats with fire, so Ice can kill threatening Flying types. The final move is Rest, which is coupled with Natural Cure to wake up on switching. Be warned, with HP Ice, any Max Speed Victinis, scarfed or not, will outspeed you by 1 point.
Victini@Choice Band
Ability: Victory Star
EVs: 4 HP/ 252 Atk/ 252 Spe
Nature: Jolly
~ V-Create
- Fusion Bolt
- U-Turn
~ Zen Headbutt
And Shaymin's partner of Choice is.. Victini! Not only that, but it makes up the entirety of the Dual Synergy, having a Fire/Psychic type combination. Rivaled only by Darminatan for the strongest (offensively) fire type in UU, Victini packs a powerful punch! Not only that, but it has access to Dual STAB moves, with is always fun to play around with. Now Victinis STAB, the strongest move without sacrifice, is V-Create! This will hit every pokemon hard, except for Bulky water types. 180 Base power and a choice band, just the fear of that attack itself may for switches! There are drawbacks, however. It may do massive damage, but it also lowers the user's Defense, Special Defense, and Speed by one stage each. It ohko's even the bulkiest of Tangrowths! It will also do a neat chunk to water types such as Slowking, as well. To counter water types (Not, by any means, should you switch into one) Victini has access to Zekrom's signature move, Fusion Bolt. This move can be used on opposing Flying types, or even used to predict a water type switch in. The next move Victini opts to use is U-Turn. This is more for scouting, for the damage output isn't too great. But it can hit the aforementioned Slowpoke family. The final move of choice is an additional STAB, in Zen Headbutt. With a possible flinch, and choice band, this move cannot be passed up. Victini is the Basis of the Dual Synergy.
Empoleon@Leftovers
Ability: Torrent
EVs: 252 HP/ 4 Def/ 252 SpD
Nature: Calm
~ Stealth Rock
- Scald
- Ice Beam
~ Roar
Here comes the final part to the Water, Fire, Grass synergy, Empoleon! This is a common one to use in the synergy, but, it's defenses are greatly appreciated by it's fellow teammates. Instead of using brute force, the massive penguin has decided it best to be as bulky as possible to support the team. Although I did say Spiritomb was a possible lead, this emperor is usually used to set up stealth rocks as soon as possible, which cripple all of the pokemon that threaten it's hedgehog friend, Shaymin. As all bulky water types go, Scald is used, as opposed to Surf, or even the possible Hydro Pump. It cripples physical attackers that may want to set up, and not even a Special Attacker wants to take a burn. It also chooses this as it's STAB, so it can do a hefty amount of damage, as well as burn the for. The third moveslot is taken by Ice Beam. This team has no real counter to Flygon, bar Shaymin, who doesn't stand a chance to a banded Outrage, or even a scarfed one. So, a Steel type pokemon who resists it is great, and one that learns Ice Beam works even better! Ice Beam Usually Ohko's Flygon, and if not it will kill it in two hits. The last move is Roar. It's quite great to use on U-Turn Azelf leads, as a sort of funny way to deal more damage with rocks. This supportive set loves the rest of the team, as the rest of the team loves it!
Umbreon@Leftovers
Ability: Synchronize
EVs: 252 HP/ 4 Def/ 252 SpD
Nature: Careful
~ Wish
- Payback
- Curse / Heal Bell
~ Protect
Let's begin with the next step, Synergy number two! Umbreon fits right in as an opposite of Spiritomb. And, most of the time people won't want to give him a status problem do to his Synchronize ability, and the possible Heal Bell. This variant, however, isn't limited to helping itself. It can also cast Wish onto it's teammates! And, with max HP (A total of 394 Hit Points), Wish heals every single one of my Pokemon a massive deal. Coupled with protect, Wish Stalling is made easy with Umbreons defenses. It is Umbreons strongest way to heal, and arguable greatest way to stall. Everything about this pokemon is about stalling, supporting, and recovering.The choice move of STAB is Payback. With bad Speed, although not the worst, Payback can potentially take a pokemon halfway with no boost, though usually it will make for a 3+ hit KO. This move also gets stronger if the foe decides to switch, which is very likely when they face this pokemon. The final move is based on preferance; Curse or Heal Bell. Heal Bell gives complete support, awaking the sleeping Spiritomb and Hariyama. It's also good if toxic is used on one of your walls, crippling it's potential. If Heal Bell is selected (As it does work well) you'll need more Defense investment. Now, the move curse. It will allow Umbreon to take Close Combats of any sort if your able to set up +3. It will also empower Payback greatly, so getting double damage (Which is super likely due to the speed drops from cursing up). This pokemon is very taunt weak, so it always has to be wary of that.
Hariyama@Leftovers
Ability: Thick Fat
EVs: 12 HP/ 244 Def/ 252 Spd
Nature: Impish
~ Whirlwind
- Brick Break
- Sleep Talk
~ Rest
The Final Pokemon of the team! This has got to be some sort of joke.. I mean, come on, a Hariyama!? This is truly a great pokemon, with Decent Bulk to finish off the team. Thick Fat lets it come in on Fire and Ice type attacks aimed at Shaymin, and it's type let's it take Dark type hits who attempt to fight Victini. With a MASSIVE 432 HP Stat, this pokemon is almost sure to survive and hit. It survives one Brave Bird from Choice Scarfed, Guts Boosted Swellow, and can Whirlwind it out for it to come in and take rock damage later. Which brings us to the moves. It has the Rest and Sleep Talk Combination. This allows it to take a few hits, rest, sleep talk, and repeat. Very annoying, seeing as it's Hit Points count is way too high. It can phaze those who try to set up on it as it sleeps with Whirlwind, while slowly racking up damage from Stealth Rocks, to eventually kill the opposing team. The final move on this is Brick Break. It is a reliable STAB attack, base 75 power, and can ruin the effect of Reflect, as well as Light Screen. And, with 276 unboosted attack power, Hariyama has much potential to Shine on this team. Also, I have been testing Seismic Toss in it's place. It's not as effective, but it hits flying types that decide to switch in harder than Brick Break would.
In review, there are Three Mixed Walls, One SpD Wall, One SpA Sweeper, and one Atk Sweeper. Two of the Walls are potential Sweepers. One of the walls is a supporter. And the last wall is a phazer.
All of your Love is appreciated, and your criticism even more <3
(Sorry for the odd set up of Text ;P)