Feedback and advice to improve my team is welcomed
Veno (Venomoth) (M) @ Black Sludge
Ability: Shield Dust
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Sleep Powder
- Quiver Dance
- Baton Pass
- Bug Buzz
I've been thinking of focus sashing him, but so far Black Sludge works. He's essentially the build up for my NidoKing.
Ghoul (Gengar) (M) @ Gengarite
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Sludge Wave
- Thunderbolt
- Giga Drain
- Hex
Heavy special Hitter. Given the toxic spikes I figured Hex would be doing more damage than Shadow Ball.
Flotsam (Tentacruel) (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 240 Def / 252 HP / 16 Spd
Bold Nature
- Protect
- Rapid Spin
- Scald
- Toxic Spikes
I normally open up with Tentacruel. Set Toxic Spikes, rapid sin hazards coming my way, and scald to burn those annoying steel types. Protection is used to help gain health/scout for moves.
Stench (Skuntank) (M) @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Sucker Punch
- Explosion
- Poison Jab
- Taunt
Physical attacker, and revenge killer. I know most prefer Drapion, but in my personal opinion Stuntank is better. Sucker Punch has priority, which works well after I use Taunt.
Tyrant (Nidoking) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Earth Power
- Thunderbolt
- Sludge Wave
- Ice Beam
Game ender. I try to save him for last, using Venomoth's Baton Pass to amplify the serious damage he dishes.
Reaper (Crobat) (M) @ Black Sludge
Ability: Inner Focus
EVs: 136 Spd / 176 HP / 192 Atk / 4 SDef
Jolly Nature
- Brave Bird
- Roost
- Taunt
- U-turn
Team utility. Taunt to prevent hazards or build up, then quickly switch back via U-Turn.
So what do you think? Anyway to improve the team? What moves should change, which pokemon should go or stay, etc?