Pokémon Rate My Team
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I just finished revising my current team and this a team I plan on building later in the week. I did test out this set on showdown and won quite a lot with it but I wanted to check with everyone before I started breeding, which I was planning on doing tomorrow.

Ok so someone in the comments pointed out a few interesting things so here is the new team:

Carbink @ Light Clay
Nature: Impish
Ability: Sturdy
IVs/EVs: DEF: 31 SPD: 31 SPE: 31 (DEF/SPD: 252 each, SPE: 6)
Moveset:
Moonblast
Stealth Rock
Light Screen
Reflect
Role: A bulky lead to set up for the rest of my team (resists fire!!!)

Greninja @ Life Orb
Nature: Modest
Ability: Protean
IVs/EVs: SPA: 31 SPE: 31 DEF: 31 (SPA/SPE: 252 each, DEF: 6)
Moveset:
Ice Beam
U-turn
Surf
Dark Pulse
Role: Puts a stop to the "fire type weakness" flaming in the comments

Pinsir @ Pinsirite
Nature: Adamant
Ability: Moxie/Aerialate (I hope I'm spelling that right)
IVs/EVs: ATK: 31 SPE: 31 HP: 31 (ATK/SPE: 252 each, HP: 6)
Moveset:
Swords Dance
Close Combat
Quick Attack
X-Scissor
Role: A powerful mega-evolution who can out speed most pokemon and set up a sweep

Rotom (Wash Form) @ Choice Scarf
Nature: Timid
Ability: Levitate
IVs/EVs: SPE: 31 SPA: 31 SPD: 31 (SPE/SPA: 252 each, SPD: 6)
Moveset:
Trick
Hydro Pump
Thunderbolt
Volt-Switch
Role: A speedy counter to any flying type (especially Talonflame!!!), also, with the combo of choice scarf and trick, locking opponets into their current moves with no attack boosts what soever

Excadrill @ Air Balloon
Nature: Jolly
Ability: Mold Breaker
IVs/EVs: SPE: 31 SPD: 31 DEF: 31 (SPE/SPD: 252 each, DEF: 6)
Moveset:
Earthquake
Protect
Rapid Spin
Rock Slide
Role: A trusty rapid spinner who's never failed me in any battle

Chandelure @ Focus Sash
Nature: Modest
Ability: Flash Fire
IVs/EVs: SPE: 31 SPA: 31 SPD: 31 (SPA/SPE: 252 each, SPD: 6)
Moveset:
Substitute
Flamethrower
Energy Ball
Shadow Ball
Role: Eliminates a potential grass weakness and flash fire + focus sash make it a great switch in. Aegislah counter

So that's the team. I was also considering using this same team for Heracross, just swapping him with Pinsir. What do you think? Better than my last team? I sure think so, especially after some suggestions in the comments (I finally fixed the fire weakness). But before I start building this team, I want some suggestions. So tell me anything you think is wrong with this team in the comments. Happy Battling =)

by
edited by
Massive Fire weakness.
Re: Fire weakness
That's partially why goodra has rain dance. Not too mention rotom beats the daylights out of any fire type and breloom's focus sash means it can take any hit and kill the fire type with rock tomb
Ok, so I really want to point a few things out....

1.) Your team struggles with Talonflame. And before you give me the "Rotom-W is a counter!" excuse, you have no way of recovering HP on it, causing a HUGE problem for you, as Stealth Rock is ever so common, and Excadrill cant even beat most common setters (Landorus-T, for example). And since Lando-T can easy outlive Excadrill, that will ruin not only Rotom-W, but Breloom as well, due to its reliance on its Focus Sash.

2.) Fire weakness. You may think it's not a huge problem, but it really is. MCharizard X&Y have a field day with your team, especially Bulky MCharX. Drought from MCharY just trolls the hell out of your Goodra, making the fire weakness greater.

3.) Ninjask. With the introduction of Speed Boost Scolipede, one does not need to rely on a Ninjask, when a bulkier pokemon can do the EXACT same thing, and much more, such as laying down Spikes.

4.) Aegislash really does a number on your team.

5.) Skarmory walls every one of your physical attackers, which i believe you have one too many of.

Just thought I'd like to point these things out.

1 Answer

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Hi, I believe that I reviewed your last team on here. It must be a pretty good team, considering you've won the majority of your battles on Showdown, but I do have some suggestions:

Ninjask is a pretty good choice for a stat booster. A baton passer it really isn't. Indeed, it has a great movepool for the job, but it has extremely low defensive stats, making it an easy target for practically anything. Indeed, you can use Protect to get that Speed boost for whatever else you are using, but that's pretty much it. If you try Sword Dancing with it, it leaves it as an open target (assuming you are doing Singles, as there is nothing on your team that would be used to protect it). If you give it a Focus Sash, however, it will be a great way to set up for Baton Passing, but that will be its only use if it doesn't have any attacks. Even though Ninjask isn't the only thing with Speed Boost and Sword Dance, Scoliopede and Blaziken aren't very defensive either, so it probably isn't the worst choice.
Goodra would work way better as a wall if it was the one with Rest instead of Rotom. Its ability, Hydration removes any Status condition in when it is raining, so it will wake up after using Rest, maximally restoring its health. If you give it a Damp Rock, it will rain for even longer (if it is the one using Rain Dance), so with that, Goodra would be a really hard wall to stop. I've used this trick with Vaporeon before.
I must admit that I've never seen Rotom with Rest before. I don't see why you'd choose it for that, but I guess it would work alright. Lum Berries are also better to have than any other status-curing berries, but Rest will cure any status other than Sleep, so if you use Rest to cure Poisoning, etc., you'll have the Chesto Berry to wake it up instead of the Lum Berry being wasted to cure the other status. This could still be a consideration, though. I also wouldn't suggest having two Electric attacks in the same moveset, but it's pretty obvious why you would do that, having Volt Switch.
I haven't seen many people use Mega-Pinsir much. This is probably the best thing to Baton Pass to, which you already know. Its defenses are also pretty decent. Also, with its ability Aerilate, I would suggest replacing Close Combat or Quick Attack with Thrash, which it will get STAB from. I'm surprised that few people are using this one, actually.
Excadrill's moveset's a little strange. Binding moves aren't common enough for Rapid Spin to be of much use, and if you aren't using Doubles, Protect won't do much either. I would get these switched.
Breloom is in a good position, especially with Spore (how is this move not banned?!). However, don't expect it to save your team from Fire-types. Rock Tomb is not a very powerful move, and it isn't very accurate either, so don't rely on this as your last resort.

Other than what I've mentioned, I say you've got a pretty good team on your hands. The biggest problem is still, as mentioned before, your big weakness to Fire-type attacks, which 2/3 of your team is weak to. You might want to switch one of these Pokémon for something that isn't, because you shouldn't just rely on Rotom and Goodra to always be there, even though they are still really hard to get past. Even if you still have this weakness, I'd still say you're pretty good to go.

I hope this helps :)

by
Rapid Spin removes weather like rain, duh.
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jk :p
Also with regards to Rotom, if you're using it to counter things, then Rotom-W > Jolteon. Rotom has more useful resistances than Jolteon does.
Eh, Fondant, about the Rapid Spin comment, that's just one move, and one unfortunate mistake I made. I don't use Spikes or Toxic Spikes very often when I'm battling, so that was just something I missed. I'm used to using pretty unorthodox strategies when I'm battling, but I have seen plenty of OU strategies to be qualified for writing reviews. It's just that we have completely different kinds of battling expertise. Besides, do you think that every review is supposed to be flawless?

Once again, I hope that this isn't being interpreted in an insulting way :/
I'm sorry, I obviously don't know your battling experience, but Rapid Spin is one of the 10 moves in OU (http://www.smogon.com/smog/issue21/top_10). Also, you not using spikes has nothing to do with Rapid Spin; it's your opponent using spikes et. al that makes you use Rapid Spin, as it clears hazards from your side of the field, and since that issue of Smogon lists Stealth Rock and Spikes as 2 of the top 10 moves, I find it difficult to believe that anyone with substantial battling experience (both on Showdown and over wifi) hasn't gotten tired of rocks & spikes and Googled to find a way to get rid of them.

And it's fine; everything I write is either one way or another interpreted as insulting, so I've given up on making things seem nicer.
Eh, it's alright :)