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Finally stopped slacking on battling again, and went and made another team, but, y'know, like always it needs improvements and I can't think of **** so here ya go:
Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Stealth Rock
- Earthquake
- Fire Blast
Started off with this thing to see why everyone and their mom is using it now, and to get the team's hazard setter out of the way early. I do kinda see why people use it, decent bulk, speed, and power, though it does kinda want a little more in each of those and I wonder if there is perhaps a slightly more optimal EV spread but idk. Fire Blast over Toxic to roast Scizor, Skarmory, and Ferrothorn with so they don't have too easy of a time.
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Metagross-Mega @ Metagrossite
Ability: Clear Body ---->Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch
Then threw in the Keldeo+Mega Metagross pair since it was like the only breaker duo I could think of where they can handle each other's checks/counters fairly well. There's a number of useful HP types for Keldeo but I went with Electric since otherwise I can't really break bulky waters at all. Not like it's annihilating them either but it's better than nothing I suppose....
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Moonblast
- Protect
But the problem with the previous 3 pokes is that they all kinda get worn down easy enough and status sucks so I shoved in Clefable to act as a cleric and try to keep them healthy while they do their jobs. I hate having to choose between Magic Guard and Unaware on this thing but went with MG so that the team wasn't in desperate need of a spinner/defogger.
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Foul Play
- Spikes
- Magnet Rise
And then we have the JingleJangles. Magnet Rise JingleJangles, to be specific. On one hand I love Prankster T-Wave and the additional hazards (and some people on the ladder still don't seem to know that Magnet Rise Klefki is a thing), but on the other hand it feels like dead weight half the time and it doesn't offer any extra type coverage really and it makes me wanna replace it with something else.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
The final slot (didn't struggle to think of a 'mon for the last slto this time lol) is inhabited by Weavile, which is meant to be a cleaner for the team. I admittedly did not have high expectations of it at first but needed something faster than base 110 and it gets Knock Off and Ice Shard/priority and couldn't think of anything else so I went with it. It's actually doing fairly well, aside from the fact that it's frail as **** and SR weak.
The sort of general idea with the team is that Keldeo+Mega Meta are supposed to weaken the opposing team/break defensive 'mons with support from Clef&Klef, and then bring in Weavile to mop up what's left. Not like it's a very solid or deep plan but it's more of a plan than my teams usually have.
......though it still dies to Mega Diancie like every ****ing team I make lol
any ideas?
![[PokeCommunity.com] eh [PokeCommunity.com] eh](https://play.pokemonshowdown.com/sprites/xyani/garchomp.gif)
Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Stealth Rock
- Earthquake
- Fire Blast
Started off with this thing to see why everyone and their mom is using it now, and to get the team's hazard setter out of the way early. I do kinda see why people use it, decent bulk, speed, and power, though it does kinda want a little more in each of those and I wonder if there is perhaps a slightly more optimal EV spread but idk. Fire Blast over Toxic to roast Scizor, Skarmory, and Ferrothorn with so they don't have too easy of a time.
![[PokeCommunity.com] eh [PokeCommunity.com] eh](https://play.pokemonshowdown.com/sprites/xyani/keldeo-resolute.gif)
![[PokeCommunity.com] eh [PokeCommunity.com] eh](https://play.pokemonshowdown.com/sprites/xyani/metagross-mega.gif)
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Metagross-Mega @ Metagrossite
Ability: Clear Body ---->Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch
Then threw in the Keldeo+Mega Metagross pair since it was like the only breaker duo I could think of where they can handle each other's checks/counters fairly well. There's a number of useful HP types for Keldeo but I went with Electric since otherwise I can't really break bulky waters at all. Not like it's annihilating them either but it's better than nothing I suppose....
![[PokeCommunity.com] eh [PokeCommunity.com] eh](https://play.pokemonshowdown.com/sprites/xyani/clefable.gif)
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Moonblast
- Protect
But the problem with the previous 3 pokes is that they all kinda get worn down easy enough and status sucks so I shoved in Clefable to act as a cleric and try to keep them healthy while they do their jobs. I hate having to choose between Magic Guard and Unaware on this thing but went with MG so that the team wasn't in desperate need of a spinner/defogger.
![[PokeCommunity.com] eh [PokeCommunity.com] eh](https://play.pokemonshowdown.com/sprites/xyani/klefki.gif)
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Foul Play
- Spikes
- Magnet Rise
And then we have the JingleJangles. Magnet Rise JingleJangles, to be specific. On one hand I love Prankster T-Wave and the additional hazards (and some people on the ladder still don't seem to know that Magnet Rise Klefki is a thing), but on the other hand it feels like dead weight half the time and it doesn't offer any extra type coverage really and it makes me wanna replace it with something else.
![[PokeCommunity.com] eh [PokeCommunity.com] eh](https://play.pokemonshowdown.com/sprites/xyani/weavile.gif)
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
The final slot (didn't struggle to think of a 'mon for the last slto this time lol) is inhabited by Weavile, which is meant to be a cleaner for the team. I admittedly did not have high expectations of it at first but needed something faster than base 110 and it gets Knock Off and Ice Shard/priority and couldn't think of anything else so I went with it. It's actually doing fairly well, aside from the fact that it's frail as **** and SR weak.
The sort of general idea with the team is that Keldeo+Mega Meta are supposed to weaken the opposing team/break defensive 'mons with support from Clef&Klef, and then bring in Weavile to mop up what's left. Not like it's a very solid or deep plan but it's more of a plan than my teams usually have.
......though it still dies to Mega Diancie like every ****ing team I make lol
any ideas?