xxIGNorant
Lumiya's Royal Stormtrooper
- 17
- Posts
- 13
- Years
- Age 30
- Maine
- Seen Nov 24, 2013
For the past few days, I've started to become familiar with the common Pokemon used in Gen 6. I started with my old mono-fighting team I made over a year ago, and it's really interesting how less effective it is nowadays. After knowing what to expect, I took a stab at a proper, balanced team. As of this post, my rating on PS is apx. 1600. Here it is. Suggestions on how to improve it will be appreciated
Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Quick Attack
- Swords Dance
- Return
I always thought Pinsir was cool, but I never considered using him in a serious team until now. With the Pinsirite, there's not really any reason to NOT consider Pinsir for a spot on your team, especially if your playstyle is more geared toward offense.
Earthquake is mainly for Aegislash, as it doesn't drop your attack when it hits King's Shield. I run Quick Attack over Return because my team lacks priority. Quick Attack has saved my ass on many occasions. Return leaves a huge dent in anything that doesn't resist Flying.
Salamence @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Mixed sweeper. The goal of Salamence is to come in to force a switch, DD up, and proceed to rip flesh from bones. Fire Blast takes care of the occasional Skarmory and Ferrothorn.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Fire Blast
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
Soaks fire type attacks aimed at Pinsir and Klefki. Sets hazards along with Klefki, usually behind screens. Air Balloon is a must-have; it has won me a few close games.
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Spikes
- Foul Play
- Light Screen
- Reflect
I often lead with Klefki. Depending on the opponents lead, I either setup spikes right away, or set up screens if it's capable of killing me off. Both of these help Pinsir's and Salamence's jobs easier as sweepers.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- U-turn
Greninja's mainly filler, so I added him to the team on a whim. I haven't regretted it yet; he's proven invaluable in fights against teams packing Gliscor and dragons. Getting STAB on every move is a neat ability to have.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Takes ground attacks aimed at Klefki and grounded Heatran. The purpose of Landorus-T on this team is to put an end to a sweep. Intimidate cuts attack, while the +1 speed from scarf usually catches people by surprise. Often the enemy will leave their Jolteon in hoping to fire off an HP Ice, only to be outsped and killed by earthquake.
Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Quick Attack
- Swords Dance
- Return
I always thought Pinsir was cool, but I never considered using him in a serious team until now. With the Pinsirite, there's not really any reason to NOT consider Pinsir for a spot on your team, especially if your playstyle is more geared toward offense.
Earthquake is mainly for Aegislash, as it doesn't drop your attack when it hits King's Shield. I run Quick Attack over Return because my team lacks priority. Quick Attack has saved my ass on many occasions. Return leaves a huge dent in anything that doesn't resist Flying.
Salamence @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Mixed sweeper. The goal of Salamence is to come in to force a switch, DD up, and proceed to rip flesh from bones. Fire Blast takes care of the occasional Skarmory and Ferrothorn.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Fire Blast
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
Soaks fire type attacks aimed at Pinsir and Klefki. Sets hazards along with Klefki, usually behind screens. Air Balloon is a must-have; it has won me a few close games.
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Spikes
- Foul Play
- Light Screen
- Reflect
I often lead with Klefki. Depending on the opponents lead, I either setup spikes right away, or set up screens if it's capable of killing me off. Both of these help Pinsir's and Salamence's jobs easier as sweepers.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- U-turn
Greninja's mainly filler, so I added him to the team on a whim. I haven't regretted it yet; he's proven invaluable in fights against teams packing Gliscor and dragons. Getting STAB on every move is a neat ability to have.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Takes ground attacks aimed at Klefki and grounded Heatran. The purpose of Landorus-T on this team is to put an end to a sweep. Intimidate cuts attack, while the +1 speed from scarf usually catches people by surprise. Often the enemy will leave their Jolteon in hoping to fire off an HP Ice, only to be outsped and killed by earthquake.
Last edited: