Pokémon Rate My Team
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Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 240 Def / 16 SDef
Brave Nature
- Stealth Rock
- Thunder Wave
- Pursuit
- Rock Slide

Usually my lead unless there is something to threaten it. Thunder Wave to cripple the opponent.


Garchomp @ Garchompite
Ability: Sand Veil ---> Sand Force
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Claw
- Iron Head

Always in the lead to wear down the opponent before the rest of the team kicks in.


Stoutland @ Normal Gem
Ability: Sand Rush
EVs: 252 Atk / 252 Spd / 4 HP
Naive nature
- Return
- Fire Fang
- Play Rough
- Crunch


Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 200 Spd / 56 SDef
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Shadow Claw
___

Krookodile @ ???
Ability: ???
EVs: ???
??? Nature
- Fire Fang
- Crunch
- Rock Slide
- Earthquake


Flygon @ Life Orb
Ability: Levitate
EVs: 252 Atk / 252 Spd / 4 HP
??? Nature
- Earthquake
- Dragon Claw
- Rock Slide / Superpower
- ???

Suggest a last move please.


Over all all my Pokemon are speed oriented because I like it and they have nice attack so its better this way.

Strategy: Start off with T-Tar and Garchomp. Have Garchomp Mega-evolve. Garchomp uses Earthquake and I switch into Flygon before it does. This way I get max damage on the opposing team during the first turn of the game.

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edited by
I'll rate that later.
Just so you know, you need some defensive PKMN in WiFi, at least 2. Otherwise, you'd be playing a war speed.
I don't play a defensive game so I run all-out offence.
Answer already?

3 Answers

3 votes

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 36Def / 124 Atk/96 SpDef
Adamant/Brave Nature
- Crunch
- Rock Slide
- Fire Punch/Low Kick
- Protect

Standard TankTar, You need a tank otherwise you are losing it fast if your opponent is Bulky Offense.

EVs takes CB Scizor his Bullet Punch. 124 Atk take out Scizor with Fire Punch up to 252/4 Iirc.

Excadrill@Leftovers
Ability: Sand Rush
252 Atk/200 Spd/56 Sp.def
Jolly nature
-Earthquake
- Substitute
-Iron Head
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
172 HP / 252 Sp. Atk / 84 Spd
Modest Nature
- Fake Out
- Scald
- Giga Drain
- Ice Beam

Rain Counter

Rotom-H @ Safety Goggles
252 HP / 116 Def / 116 SDef / 20 Spe/ 4 SAtk
- Overheat
- Thunderbolt
- Will O Wisp
- Protect

Standard Doubles spread.

Hydreigon @ Choice Specs
Ability: Levitate
Evs: 104 HP / 200 SAtk / 204 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Earth Power

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk/ 4 SDef
Adamant nature
- Iron Head
- Play Rough
- Sucker Punch
- Protect

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There are Pokebank moves on everything.
I built this team around Garchomp so try to keep that thing?
I don't have Pokebank and this is for X/Y.
1 vote

Tyranitar

Make it your Mega. Mega-Garchomp is usually a very very bad idea, he is slower than its non-mega counterpart and lacks the enough bulk to withstand other dragons' attacks. If you can't help yourself using it, go for a Mixed Attacking set to make use of this good 120 SAtk Base stat.

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Speed
Jolly Nature
- Dragon Dance
- Stone Edge
- Fire Punch
- Earthquake

Use this Tyranitar. An offensive Dragon Dance variant. Tyranitar threatens many Pokemon for a switch, and with boosted Special Defense (Sandstorm) and already good Defense and HP, you should find time to set a DD boost. With one boost, TTar outspeeds everything you see on WiFi that is not scarfed/boosted itself. It hits like godzilla, too.

Garchomp

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Speed
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast

Offensive Stealth Rock. Lead with that, Garchomp threatens a lot of Pokemons and Stealth Rock is an excellent move for cheap damage that complement TTar sweep.

Stoutland

No access to Terrakion?

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Speed
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor

If you don't own B(W)(2), then keep Stoutland. Yours is good. Although, if possible, make it as unhappy as possible and teach it Frustration > Return, this trumps Ditto.

Excadrill

I like Balloon better because it can switch on Earthquakes. Sash is not bad, though. Your set is good, but I'd go Swords Dance > Iron Head. But the ability :/
Mold Breaker allows to OHKO Rotom in all its forms and Gengar, but Sand Rush is not very bad.

Krookodile

Krookodile @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Speed
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge

Pursuit is to punish switching. Knock Off is simply too useful this gen, it just kills a Pokemon's item for good and that can only be helpful. QuakeEdge combination is nearly unresisted, so you see the point. Krookodile is a great sweeper if used correctly.

Flygon

Replace that immediately. Trade a Gliscor somewhere unless you can get one.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 28 Def / 236 Spe
Impish Nature
- Substitute
- Toxic
- Protect
- Earthquake

SubToxic set that stalls to death. Practically invincible, Gliscor have caused ragequits many time. Knock Off is usable, but Krookodile already runs it so it's kinda pointless losing precious STAB Earthquake in favor of utility already covered by another member of the team.

I hope this helps.

~ Sincerely, from a Reshiram turned Relicanth

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I wouldn't advise Gliscor, this is doubles and walls aren't as effective in doubles.
Btw demat is all about offense so walls wont be good
See, my style of doubles is as it always was. Switch and kill.
If I can't adapt weaken and kill it with the next batch.
Everyone has certain styles of playing.
Mine is unique.
0 votes

My Suggested Alterations


1: Krookodile needs scarf+Moxie, otherwise good.

2: Name that Tyranitar Darude. please.

3: That flygon is messed up... Try Switching HP and Sdef, but put only 248 in Attk, for 8 in Sdef. also, Fire blast is an option, or in general mixed Flygon...
like:
Flygon@LO/Sash (If you use Mamoswine, if confused by this, look below.)
Hasty Nature, levitate
252 Spe, 4 SpA, 252 Attk
-Draco Meteor
-Fire blast
-Earthquake
-Rockslide

Fire Blast and rock slide are to provide bonus coverage for Ice, D-Meteor for dragon and damage, EQ for more coverage and STAB, still cannot take Ice shard though...


Or, Throw out Garchomp, make Tyranitar your mega using the Set from the answer below, and replace that Garchomp with Mamoswine. Bulky or Scarf, both always viable...

Mamoswine@LO/Scarf/Leftovers (in case you need Flygon to have LO.)
Adamant(Lefties/LO)/Jolly(Scarf/LO) nature. Ability Thick fat
-Ice shard
-Icicle Crash
-Earthquake
-Rock slide

Lets see... Some Ice coverage with both resist and Rock moves, Some nice other ground coverage, along with flying from ice moves. and some Stab to work with flygon from EQ. I personally feel Bulky LO is better, but all are Viable, so your choice.


Also, as a previous answer said, you need rain coverage. So my Recommendation is... Gastrodon. Stoutland or Krookodile to be replaced, but stoutland is less common in Wi-Fi, so keep that one, unless you really like Krook.

Gastrodon@Leftovers/Rocky Helmet (Just in case Mamoswine)
Calm Nature, Ability Storm drain
-Recover
-Scald
-Amnesia/Earth power/curse
-Hidden power grass

Capable of hitting almost anything water down, excluding Ludicolo which can be taken out with a cleverly used Icicle Crash. Which means... use those two together but Avoid having mamo use EQ. Recover helps for Sustain, Curse and Amnesia provide bonus Defenses, which are needed against things like all grass types and freeze dry users, while Earth power can be used to eliminate things that EQ would hurt team members for. Scald is for burns on evil physical water types, along with some extra coverage for things like most physical attackers, like Sharpedo (so good), Crawdaunt, and I feel as though I forgot some other physical Water sweepers... (Greninja). HP grass is there to finish off anything water type.


May I suggest instead of Krookodile... the dread... Sigilyph maybe, or Aerodactyl, either one really...

Sigilyph@Flame orb
Bold/Modest/Calm nature, ability Magic guard
252 HP, 252 Def/Sdef, 4 SpA/Def/Sdef
-Roost
-Stored power
-Cosmic power
-Air slash

Alright, fairly basic, uses a flying move to get Grass, Stored+Cosmic power, dat power... Roost is just for some extra sustain, and the attack on this thing is amusing after a burn drop.

-Or-

Aeropostale (Aerodactyl)@Choice scarf/ sash
-Hone Claws/EQ
-Iron head (so much ice coverage...)/Fang move (most any will do.)
-Aerial ace (it needed a flying move.)
-Stone edge/Rock slide

Sash+ Hone Claws+ Stone edge= Success... but, Along with Aerial ace And Iron head for Grass and ice coverage, even though any fang move can be substituted out for that. Rock slide if scarf. EQ is great for scarf.


Hope this long, interesting answer helps. assuming it is interesting.

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