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Competitive Team: Hell Bound - Looking for Suggestions and Ideas.

Don't worry, Zone will not be 6-0ing you anytime soon, but it is still something I see that can potentially cause you to lose something (unless Cune gets in a CM or two, then it's nearly immune to Zone's attacks)

Infernape is not the bulkiest thing, I can see it coming in, Zone getting a sub. Nape CCing it and losing some HP from Life Orb, then, Zone Thunderbolts it's for quite a bit. A second CC will kill Zone, but 20% from LO + Tbolt damage is not appealing. Tar would be your safest bet, or you could just set up with Cune (beware of Zones that go BOOM)
 
Okay, I had loads of changing ideas, oddly it all started with wanting to add in phazing by trying out Skarm leading. I do not know if I want any of these changes to be permanent, so I am not going to edit them in until I'm certain I they bring the help I want.



Skarmory (M) @
Shed Shell --- (CHANGE)Opener/Physical Wall
Ability: Keen Eye
EVs: 252 HP / 252 Def / 6 Spd
Nature: Impish (+Def, -SAtk)
-Drill Peck
-Whirlwind
-Spikes
-Roost

Traded for a wall that no longer goes BOOM! Rather, it now helps deal with physical sweepers trying to setup and heals.


Tyranitar (F) @Choice Band --- (Same)
Ability: Sand Stream
EVs: 62 HP / 252 Atk / 196 Spd
Nature: Adamant (+Atk, -SAtk)
-Crunch
-Pursuit
-Stone Edge
-Earthquake


Suicune @
Leftovers --- (Same)
Ability: Pressure
EVs: 252 HP/232 Def/26 SDef
Nature: Calm (+SDef, -Atk)
-Calm Mind
-Sleep Talk
-Surf
-Rest










Infernape (M) @Life Orb --- (Same)
Ability: Blaze
EVs: 26 Atk/232 Spd/252 SAtk
Nature: Naive (+Spd, -SDef)
-Close Combat
-Flamethrower
-Grass Knot
-Nasty Plot


Mamoswine (M) @Choice Band --- (CHANGE)Revenge Kill/Dragon Counter
Ability: Oblivious
EVs: 6 HP/252 Atk/252 Spd
Nature: Adamant (+Atk, -SAtk)
-Earthquake
-Ice Shard
-Avalanche/
Ice Fang
-Stone Edge
I missed having a revenge killer,and a CB Ice Shard from a massively built, attacking giant fit that roll so well. And I prefer Avalanche over using Ice Fang, because for some reason I feel safer about Stone Edge hitting than an Ice Fang.


Cresselia (F) @Leftovers --- (CHANGE) Mixape Counter
Ability: Levitate
EVs: 252 HP/196 Def/60 SDef
Nature: Bold (+Def, -Atk)
-Ice Beam/Psychic
-Reflect
-Charge Beam
-Thunder Wave/
Psychic
I find Reflect to be fun by how it makes it much easier to switch out and/or allowing Cress to blast the foe with more attacks. Charge Beam to help the Special Attack and deal with Gyarados. I mainly want Cress in to help against Infernape, and I know T-wave would screw with him badly, but I feel inclined to add in Psychic somewhere so I do not end up having to Charge Beam Mixape down.
 
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