Multi Build

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    • Seen Sep 4, 2014
    Ninjask @ Air Balloon
    Ability: Speed Boost
    Level: 50
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Baton Pass
    - U-turn
    - Swords Dance
    - Aerial Ace

    Blaziken (M) @ Blazikenite
    Ability: Speed Boost
    Level: 50
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Sky Uppercut
    - Swords Dance
    - Fire Punch
    - Earthquake

    Sigilyph @ Leftovers
    Ability: Magic Guard
    Level: 50
    EVs: 252 HP / 4 SpA / 252 Spe
    Calm Nature
    - Whirlwind
    - Hypnosis
    - Toxic
    - Air Slash

    Greninja (M) @ Life Orb
    Ability: Protean
    Level: 50
    Shiny: Yes
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Hydro Pump
    - Dark Pulse
    - Ice Beam
    - Hidden Power [Fire]

    Jolteon @ Wise Glasses
    Ability: Volt Absorb
    Level: 50
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Thunder
    - Volt Switch
    - Shadow Ball
    - Hidden Power [Grass]

    Gliscor @ Toxic Orb
    Ability: Poison Heal
    Level: 50
    EVs: 252 HP / 4 Def / 72 Spe
    Impish Nature
    - Earthquake
    - Poison Jab
    - U-turn
    - Toxic
     
    Okay, why would you even give Air Balloon to a Pokemon who's already immune to Ground in the first place? Not only that, but Ninjask is highly outclassed by Scolipede as a quick-passer because Scolipede is bulkier and its Stealth Rock weakness isn't as crippling:
    -Substitute
    -Protect
    -Baton Pass
    -Swords Dance/Iron Defense/Megahorn
    Nature: Timid/Jolly
    EVs: 248 HP/20 Def/240 Spe
    Item: Mental Herb (prevents Taunt once)
    Ability: Speed Boost

    Blaziken is an Uber Pokemon, but if this is for online battles only, Sky Uppercut and Fire Punch are highly inferior to High Jump Kick and Flare Blitz, respectively. Sure, the recoil from both moves sting, but Blaziken is all about power, nothing else. Also, Earthquake + a Fighting move is a bad idea in the post-Aegislash metagame:
    -Flare Blitz
    -High Jump Kick
    -Swords Dance/Protect
    -Knock Off/Stone Edge/Protect
    Nature: Adamant/Jolly
    EVs: 252 Atk/4 Def/252 Spe
    Item: Blazikenite/Life Orb
    Ability: Speed Boost

    Again, Sigilyph is utter Taunt bait. This is the defensive Sigilyph set to turn to, as it is capable of spreading status with Psycho Shift, while steadily boosting up with Cosmic Power/Calm Mind, then sweeping with Stored Power or Air Slash:
    -Cosmic Power/Calm Mind
    -Stored Power/Air Slash
    -Psycho Shift
    -Roost
    Nature: Timid
    EVs: 252 HP/4 SAtk/252 Spe
    Item: Flame Orb
    Ability: Magic Guard (the ability to use in every Sigilyph set for its ability to block passive damage entirely; Wonder Skin and Tinted Lens pale in comparison)

    Even then, Skarmory and Mandibuzz do the defensive Flying Pokemon role better than Sigilyph, as they possess more overall bulk than it; 72/80/80 defenses isn't that bulky:

    Skarmory:
    -Stealth Rock/Spikes
    -Whirlwind
    -Roost
    -Taunt/Brave Bird
    Nature: Bold/Impish
    EVs: 252 HP/252 Def/4 SDef
    Item: Leftovers/Rocky Helmet
    Ability: Sturdy

    or
    -Roost
    -Defog
    -Whirlwind/Taunt/Brave Bird
    -Toxic/Stealth Rock/Counter/Brave Bird
    Nature: Bold/Impish
    EVs: 252 HP/252 Def/4 SDef
    Item: Leftovers/Rocky Helmet
    Ability: Sturdy

    Mandibuzz:
    -Foul Play
    -Roost
    -Taunt/Whirlwind
    -Toxic/Defog/Knock Off
    Nature: Bold/Impish
    EVs: 248 HP/136 Def/108 SDef/16 Spe
    Item: Leftovers
    Ability: Overcoat

    Let's face it, Jolteon is outclassed by other Electric Pokemon because of its shallow move pool. While Mega Manectric suffers from that problem, it also has a more powerful coverage move in Overheat without having to sacrifice its Hidden Power type for Fire. Also, here are more Electric Pokemon that are more useful than Jolteon for better coverage, utility or power:

    Magnzone:
    -Thunderbolt
    -Volt Switch
    -Flash Cannon
    -Hidden Power (Fire)
    Nature: Modest/Timid
    EVs: 172 HP/252 SAtk/84 Spe (Modest) or 4 HP/252 SAtk/252 Spe (Timid)
    Item: Choice Specs (Modest)/Choice Scarf (Timid)
    Ability: Magnet Pull

    or
    -Magnet Rise
    -Thunderbolt
    -Flash Cannon
    -Hidden Power (Fire)
    Nature: Modest
    EVs: 128 HP/252 SAtk/128 Spe
    Item: Air Balloon
    Ability: Magnet Pull

    Thundurus:
    -Thunderbolt
    -Hidden Power (Ice)
    -Psychic/Focus Blast
    -Thunder Wave
    Nature: Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Life Orb/Leftovers
    Ability: Prankster

    or
    -Nasty Plot
    -Thunderbolt
    -Hidden Power (Flying/Ice)
    -Substitute/Focus Blast/Psychic
    Nature: Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Leftovers/Life Orb
    Ability: Prankster

    or
    -Thunderbolt
    -Knock Off
    -Superpower/Thunder Wave
    -Hidden Power (Ice)
    Nature: Hasty/Naive
    EVs: 76 Atk/180 SAtk/252 Spe
    Item: Life Orb

    Therian Thundurus:
    -Nasty Plot
    -Thunderbolt
    -Hidden Power (Flying)
    -Focus Blast
    Nature: Modest
    EVs: 20 HP/252 SAtk/236 Spe
    Item: Leftovers/Lum Berry

    or
    -Agility
    -Thunderbolt
    -Hidden Power (Flying/Ice)
    -Focus Blast/Psychic
    Nature: Modest
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Life Orb

    or
    -Agility
    -Nasty Plot
    -Thunderbolt
    -Hidden Power (Ice/Flying)
    Nature: Modest
    EVs: 156 HP/252 SAtk/100 Spe
    Item: Life Orb/Leftovers

    Wash Rotom:
    -Volt Switch
    -Hydro Pump
    -Will-o-Wisp
    -Pain Split/Rest
    Nature: Bold/Calm
    EVs: 248 HP/216 Def/44 Spe (Bold) or 248 HP/216 SDef/44 Spe (Calm)
    Item: Leftovers/Chesto Berry

    or
    -Volt Switch
    -Hydro Pump
    -Hidden Power (Ice)/Will-o-Wisp
    -Trick
    Nature: Modest/Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Choice Scarf

    Zapdos:
    -Thunderbolt
    -Defog
    -Roost
    -Heat Wave/Toxic/U-turn
    Nature: Bold
    EVs: 248 HP/168 Def/68 SAtk/20 Spe
    Item: Leftovers

    Poison Jab isn't a good option on Gliscor, as Earthquake already covers Fairy Pokemon. Knock Off has much better utility on it to remove opposing items. Better sets below:
    -Earthquake
    -Substitute/Knock Off
    -Toxic
    -Protect
    Nature: Impish
    EVs: 252 HP/160 Def/96 Spe
    Item: Toxic Orb
    Ability: Poison Heal

    or
    -Earthquake
    -Roost
    -Acrobatics/Taunt
    -Toxic/U-turn
    Nature: Impish
    EVs: 252 HP/160 Def/96 Spe
    Item: Toxic Orb
    Ability: Poison Heal

    or
    -Earthquake/Knock Off
    -Toxic/Knock Off
    -Taunt
    -Roost
    Nature: Careful
    EVs: 252 HP/184 SDef/72 Spe
    Item: Toxic Orb
    Ability: Poison Heal
     
    ThatSlickNick, I think it'd be helpful if you told us what format and such this team is for. Are you playing on Showdown or on X/Y? Is the team for Singles or Doubles? Those things make a difference, and we can help you and your team better if we know those things. Just posting "Multi Team" and the team itself doesn't tell us those things.
     
    Hah, Platinum - I'm sorry mate but you seem a bit unfamiliar with how multis play out - those sets seem very efficient for singles, or maybe even standard doubles - but multis just do not go the way those movesets seem to indicate you think they do. First off, stealth rocks (or any entry hazard) is so much less prevalent in multi battles, trying to base builds around them is inane. If opponents pick up that your mon is there to set hazards, or that your poke that's out isn't going to be attacking, either you or your teammate is about to get double teamed. It's not a bad idea, but being as there's 4 players making decisions each turn, with the capability to focus on one to eliminate them, leaving only one opponent against 2 for the remainder of their team to deal with, protect and threat level becomes a lot more important than waging an entry hazard war. Especcccially since these battles don't involve nearly as much switching, as they do protecting and double teaming. (And in case you weren't certain, I mean double teaming as in targeting one pokemon with both of your team's, not using the actual move double team.)

    That being said, SlickNick - protect needs to go on a lot more of those sets. Anything you plan on coming in and instantly being a threat, needs protect. Or a guaranteed situation where it outspeeds whatever you plan to use it against, or focus sash or something. In multis the most important thing I can suggest you keep in mind, is balancing the threat level of you and your teammate. If one or the other is not a threat on any turn, count on two attacks on the opposite pokemon.

    That being said; one point suggestions on all those.

    Ninjask - give it a sash not a balloon. Lolwhy
    Blaziken - give it protect. And Platinum's move suggestions, unless your teammate is packing something with Sky Drop you plan to sky uppercut for massive damage.
    Sigilyph- not bad, but it might do better with magic guard, burn orb, and psycho shift if you're willing to bother breeding that on.
    Greninja - you neeeeeed mat block, protect, or focus sash on there if you want that to last more than 1 turn.
    Jolteon - why not give your air balloon to this guy :U Volt Switch isn't bad, but again protect maaaay be better.
    Gliscor - might wanna again, put protect on this, since it's very unlikely both opponents won't have a special attacker with a water or ice coverage move on it to deal with this handily on any given turn.
     
    Hah, Platinum - I'm sorry mate but you seem a bit unfamiliar with how multis play out - those sets seem very efficient for singles, or maybe even standard doubles - but multis just do not go the way those movesets seem to indicate you think they do. First off, stealth rocks (or any entry hazard) is so much less prevalent in multi battles, trying to base builds around them is inane. If opponents pick up that your mon is there to set hazards, or that your poke that's out isn't going to be attacking, either you or your teammate is about to get double teamed. It's not a bad idea, but being as there's 4 players making decisions each turn, with the capability to focus on one to eliminate them, leaving only one opponent against 2 for the remainder of their team to deal with, protect and threat level becomes a lot more important than waging an entry hazard war. Especcccially since these battles don't involve nearly as much switching, as they do protecting and double teaming. (And in case you weren't certain, I mean double teaming as in targeting one pokemon with both of your team's, not using the actual move double team.)

    I'm familiar with multi-battle formats. I rated the team assuming it was a single one because I wasn't sure if he intended to use it in multi formats.
     
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