Pokémon Rate My Team
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Hey guys! This is my first team I've put together for ORAS, I've recently gotten back into actual competitive battling and I have not truly found where I work best yet. This is a team I threw together for friendly battles and for that blasted Battle Maison. Was hoping to get peoples advice, based on this team, on which tier I should focus on as well on general thoughts about this team.

Lets start with my mega:

(Priam) Beedrill @ Beedrillite enter image description here
Ability: Swarm
EVs: 252 Atk, 252 Spe, 4 SpD
Jolly
- U-turn
- Drill Run
- Poison Jab
- Protect

I needed an amazing mega who could revenge kill like a champion but could also sweep if the time came. So I chose Beedrill after digging into his moveset and abilities. Poison Jab and U-Turn as STAB while taking Drill Run to pick off weakened Rocks or Steels. Protect is for Mega-Evolving and for scouting for moves. U-Turn also helps this teams mobility as half the team is capable of similar feats.

(Pharaoh) Cofagrigus @ Leftovers enter image description here
Ability: Mummy
EVs: 252 Def, 8 SpD, 248 HP
Bold
- Infestation
- Hex
- Will-o-wisp
- Energy Ball

This is the oddball out of the group and is really an experiment more than anything else, also makes a good spinblocker (Which I need!). Hex and Will-O-Wisp are the core moves for burning physical attackers and punishing them for staying in. Infestation serves that further by trapping for a few turns (I'm fuzzy on the details of Infestation so let me know if this does not work) allowing a switch into the appropriate counter without worry of the trapped mon running. Energy Ball is there to help with the teams issue with ground types and prevent Normals from completely walling him off. Leftovers because no Pain Split.

(Axel) Blaziken @ Life Orb enter image description here
Ability: Speed Boost
EVs: 252 Atk, 100 SpA, 156 Spe
Naughty
- Stone Edge
- Hi-Jump Kick
- Overheat
- Protect

Another experiment, throughout my attempts to play competitively I've always had a mixed Blaziken by my side. I had no idea what to do for EVs as I don't know the math so I winged the entire set. Protect is for the obvious Speed Boost gains (I'm so creative right!?). Hi-Jump Kick is the main move of the set but Stone Edge compliments it to deal with pesky flyers. Overheat is for insane firepower without the recoil of Flare Blitz and is used for breaking physical walls who try to stop him. The drop in SpA is not really a problem as he will be switching out or dying soon after. Life Orb boosts power at the expense of health.

(Titan) Metagross @ Expert Belt enter image description here
Ability: Clear Body
EVs: 252 Atk, 252 HP, 4 SpD
Adamant
- Meteor Mash
- Bullet Punch
- Earthquake
- Stealth Rock

Titan here is my longest standing Pokemon I still have, being from my original Ruby. He functions as a physical wallbreaker or sorts as well as being my only entry hazard setter. Stealth Rock because the entire team loves em. Meteor Mash is the main move and is normally spammed with impunity, but Earthquake is also used for whatever resists the Mash. Bullet Punch is to give Titan his much needed priority to pick off weakened mons / get a last hit in. Just to be safe for Item Clause he carries an Expert Belt although I would love suggestions to replace it.

(Voltfang) Raikou @ Assault Vest enter image description here
Ability: Pressure
EVs: 252 SpA, 252 Spe, 4 SpD
Modest
- Thunderbolt
- Volt Switch
- Hidden Power (Ground)
- Extrasensory

Modest for extra power and because I got tired of catching the thing. Thunderbolt is the main STAB while Volt Switch allows for switching out of danger. Extrasensory is for hitting fighting/poison types and to hit whatever Thunderbolt is resisted by. Hidden Power is weird, I don't have the patience or the means to get HP Ice so I roll with it. As a ground attack it makes breaking Rock types and Steel Types that are also part ground slightly easier but other than that it sees little use. Assault vest is to help with bulk and give Voltfang a bit more durability allowing him to switch in easier and stick around longer.

(Cherche) Noivern @ Choice Specs enter image description here
Ability: Infiltrator
EVs: 252 SpA, 252 Spe, 4 HP
Timid
- Draco Meteor
- Hurricane
- U-Turn
- Flamethrower

Timid for more speed and Infiltrator to deal with substitutes whenever those happen. Specs were chosen to boost her power to respectable levels. Hurricane is the main STAB and is used whenever possible, although the chance to miss is omnipresent. Draco Meteor is the other STAB, although it restricts how long she can stay in due to the drop in power, which she badly needs. Flamethrower it to catch pesky Ice/Steel-Types off guard when they try to come in to threaten her. U-Turn is for Hit-and-Running if she has not attacked yet. For this reason she normally leads the team.

Well there it is! Hope to hear from you all soon!

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