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Originally Posted by YoMama
This is a bad team, I know, but its been giving me a lot more wins than usual. Any suggestions to make it better will be considered. Some of you will probably think this my worst team yet, and I'll agree. :)
Regirock @ Leftovers
Trait: Clear Body
EVs: 4 HP / 252 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Curse/Thunder Wave/Counter
- Earthquake
- Hidden Power [Flying] Explosion/Rest
- Rock Slide
Curse about 2-3 times and this stands about 3-4 Earthquakes from Salamence.
Meh, HP Flying isn't doing you much good really, as the damage of a super-effective hit is almost equal to that of Earthquake (5 difference) and so the only target which HP Flying would be worthwhile against is Heracross. Instead, try either Rest to recover after cursing or Explosion as a nifty goodbye present. Curse itself could also be replaced with Thunder Wave (To hamper attacks) or Counter to put a hurt on physical sweepers trying to knock you out. Also, EVs need to be changed; Take away from Defense and add to HP until you get the highest attainable number divisible by 16 to maximize recovery from Leftovers and put whatever is left into Defense. If you drop Curse you might also want to consider changing the nature to Adamant for greater damaging potential.
Swampert (M) @ Leftovers
Trait: Torrent
EVs: 240 HP / 100 Atk / 100 Def / 16 SAtk / 52 SDef
Relaxed Nature (+Def, -Spd)
- Counter
- Earthquake
- Mirror Coat
- Surf
401 HP and predicting is needed here. I'll probably land 1 Counter/Mirror Coat and then the opponent will figure out what my Swampert is for. Mixed sweepers will switch from physical to special or special to physical and they'll pay dearly.
Yey Counterpert. Don't overestimate your opponents' intelligence, though. I've seen people tossing five Thunders in a row on Pert and complaining about the lack of accuracy. -.-
Gardevoir (M) @ Leftovers
Trait: Trace
EVs: 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Fire Punch Will-O-Wisp/Hypnosis
- Psychic
- Thunderbolt/Fire Punch
After seeing Steel-types like Magneton and Steelix so much Fire Punch usually OHKOs Magneton and Skarmory and OHKOs Steelix sometimes, but after one Calm Mind it doesn't stand a chance.
Yeh, pretty standard Gardevoir. Basically, you should try ditching either T-Bolt or Fire Punch, I'd suggest getting rid of Fire Punch since you've got Earthquakers like Swampert, Regirock, and Dragonite to take care of Maggy & co. Anyways, try Will-O-Wisp to cripple physical attackers or Hypnosis to incapacitate/force switches in order to buy you time to set up with Calm Mind. Also, do something about those EVs. With that measly 80 base Speed, Gardevoir isn't going to be the master of outspeeding, so change nature to Bold for better endurance and divert EVs to HP and Defense. Totally maxed out Sp.Attack isn't necessary either since you're relying on buffing anyway.
Medicham (M) @ Choice Band
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Hi Jump Kick
- Return Fake Out
- Rock Slide/Hidden Power [Bug]
- Shadow Ball
Return on Cham is lol. Fake Out for times when you find yourself outspeeded and only need to get a little damage in. Also, HP Bug is an option over Rock Slide as it OHKOs Celebi on the switch-in. Meh, could just be my own Celebi-hate showing, though.
Adamant+Max Attack and Speed+Pure Power+Choice Band. You know the deal.
Regice @ Chesto Berry Leftovers
Trait: Clear Body
EVs: 252 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Hidden Power [Water] Thunderbolt
- Ice Beam
- Rest
- Thunder Wave
Messed up EV spread. HP should always be prioritized over defenses (Take Shuckle as a warning example). Raise HP to the highest level divisible by 16 for maximized Leftovers recovery. Also, Lefties > Chestoresting, always and Thunderbolt instead of HP Water for boltbeam pwnage. Incidentally, you don't need that many Sp.Attack EVs, so take most of the HP from that. Absolutely maxing out Sp.Defense might not be that great of an idea either, try putting some of it into Defense and changing the nature to Bold so weaker physical attackers will think twice before taking you on. HP Water is kind of pointless, imo, as it leaves you vulnerable to Vappy switching in on you and baton passing a substitute to a CB sweeper (Which would pretty much leave you screwed).
Changed the standard Regice and Fire-types will get a little kick from it.
Dragonite (M) @ Chesto Berry Leftovers/Lum Berry
Trait: Inner Focus
EVs: 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk) Adamant/Naughty
- Aerial Ace Hidden Power [Flying]
- Dragon Dance
- Earthquake
- Rest Rock Slide/Fire Blast
Maxed out Speed is pointless on DDnite, so change nature to Adamant or Naughty and add some of those EVs into HP. Also, chestoresting is a bad habit that you really need to kick. Lefties for some minor HP recovery or Lum Berry to shrug of T-Waves that would mess your Dragonite up. In replacement of Rest I'd suggest adding either Rock Slide to complement Earthquake or Fire Blast to clear away Skarm. If you chose the latter, nature should be Naughty and some EVs should be added to Sp.Attack for a clean OHKO. Also, Hidden Power [Flying] > Aerial Ace since no competent netbattler is ever going to use evasion or accuracy modifiers.
It stinks, but it could benefit from improvements. I'm clueless what to do to this thing right now.
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