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Suggestions On how to improve my Mono-Steel Team?

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Forretress (M) @ Red Card

Trait: Sturdy

EVs: 96 HP / 160 Def / 252 SDef

Careful Nature (+SDef, -SAtk)

  • Toxic Spikes
  • Spikes
  • Stealth Rock
  • Explosion

Lucario (M) @ Focus Sash

Trait: Steadfast

EVs: 4 HP / 252 SAtk / 252 Spd

Timid Nature (+Spd, -Atk)

  • Roar
  • Copycat
  • Agility
  • Aura Sphere

Metagross @ Leftovers

Trait: Clear Body

EVs: 64 HP / 252 Atk / 32 Def / 160 SDef

Careful Nature (+SDef, -SAtk)

  • Stealth Rock
  • Selfdestruct
  • Toxic
  • Earthquake

Skarmory (M) @ Red Card

Trait: Keen Eye

EVs: 252 HP / 4 Atk / 252 SDef

Careful Nature (+SDef, -SAtk)

  • Spikes
  • Whirlwind
  • Taunt
  • Toxic

Heatran (M) @ Life Orb

Trait: Flash Fire

EVs: 128 HP / 64 Def / 252 SAtk / 64 SDef

Modest Nature

  • Magma Storm
  • Dragon Pulse
  • Earth Power
  • Hidden Power [Grass]

Empoleon (M) @ Life Orb

Trait: Torrent

EVs: 252 Atk / 4 Def / 252 Spd

Adamant Nature (+Atk, -SAtk)

  • Aqua Jet
  • Drill Peck
  • Earthquake
  • Swords Dance

Team Strategy:

Forretress sets up traps, and if any fire users approach him I can switch into Heatran, Forretress mainly focuses on Stealth Rocks and Toxic Spikes first, and if opponent is just setting up, then he starts using spikes aswell.

Anyone who hits forretress, will immediatly switch out due to Red Card.

Skarmory sets up spikes to maximum, and then abuses whirlwind until death.

Lucario Abuses the cheap trick of Roar and Copycat, if he has the right situation, he can set up agility on the switch, and then be practically invincible with priority being an exception.

Metagross is a Back up for Rocks, and Can explode after his job is done, while Also having the ability to stall out types with Toxic, and Take a super Affective E-quake to those who resist it, only weakness, Gengar : /

Empoleon is just a modern day physical sweeper ready to do his job if everything falls through. Also carrying Aqua Jet for any needed revenge kills.

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Here are a few suggestions:

Foretress:I'd suggest dropping Toxic spikes and trade it in for something like Gyro Ball. Taunt leads are fairly common, meaning your only choices are to switch or to explode. It wouldn't take the full effect of the entry hazards. (which would be bad for a mono team since the next attack is likely a super effective hit, and unless its something like earthquake, it won't be easy to take with immunity) Toxic spikes are nice, but the other entry hazards will serve more use for you. Red card on him is a nice plus, especially when paired with Sturdy. I see the other teammates have the entry hazards to finish what he started, but those moveslots can be put to other uses.

Lucario: Copycat is pretty risky to run for a sweeping Lucario. It also leaves you at the mercy of the opponent as to which move you have for coverage. Something like Gengar could come in and mess you up. He's immune to aura sphere, can kill you before giving you a chance to roar or set up speed. You should also watch out for priority from Conkeldurr, who would rip Lucario in half with a Mach punch. perhaps carry another move like Dark pulse or Psychic for a bit more coverage. I do know the Roar/copycat trick, but again, priority is the main threat and there aren't a ton of teams that don't carry priority.

metagross: Your team is very passive in its attacking. Perhaps just a little bit of coverage should something happen. Toxic is kind of unnecessary if you have toxic spikes. Instead, why not use Ice punch, that way you can draw out any flying types that might be immune to the spikes, while also dealing with Dragon types? Earthquake can deal with Poison types that might try to absorb your spikes, but that's assuming you keep it.

Skarmory: Perhaps use sturdy over Keen eye, as accuracy reduction is very rare in competitive battling. Not much I can say here, just watch out for thunder in the rain.

heatran: He's fine. The main problem I have with him is that he has the life orb. It makes him become a very powerful hitter, but his flash fire ability is vital to your team. He can be used to switch in and power up attacks, but more importantly, protect your team from that huge fire weakness. If he uses the life orb, the damage will add up quickly and he'll be gone, leaving your team wide open to attack. Perhaps carry an air balloon to allow him to switch in on an earthquake and get a cheap kill on the target.

Empoleon:Not much to speak of.

Overall suggestions:

  • A STAB or priority move would do good for the team to finish off pokemon that are weakened from all the entry hazards.
  • A rain dance or Sandstorm can help your team a lot. Rain to cover them from fire type attacks, and sand to do some extra damage. damp rock or smooth rock will aid this even more.
  • Your team depends a lot on passive damage, which is good, but you'll need a few more damaging moves. Something like Alakazam could come in on half your pokemon and massacre them. If heatran or Empoleon go down, your offensive power will plummet. It only takes one wrong prediction for them to go wrong too, so if you're going to use them, you'll have to be able to predict earthquakes and other attacks very well.
  • Have a bit more to deal with fighting types and priority moves.

Very nice team, BTW. The type coverage is very nice, despite it being a monotype team. Those are just a few suggestions.

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