Pokémon Rate My Team
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I think this team is overall very good but I am open to suggestions. And please, when you want to edit something please add the full moveset so it is easy for me to understand. Also explain why you think I am wrong in certain areas.

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Taunt

Alakazam Is a great revenge killer and very good at late game cleaning. Its speed is the Highest in the tier and its attack is also very high. But Alakazam does have a few problems. 1. Mediocre coverage means he has trouble getting past a lot of mons. 2. He is so frail, he can often only take 2 hits from a weak mon but he is a very underused mon, and most teams are not prepared

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit
The speed, the damage it has it all. Stab, Knock Off and Icicle Crash is a very nice combo. Ice Shard for priority and Pursuit cause I love it. It deals with Latias with pursuit and knock off and is NEVER dead weight. Weavile has definitely made itself a home on this team. Overall I love Weavile and everything it does. I think it is an under used pokemon with the capability to destroy whole teams if they are not prepared.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off

Lando-T, I would say is essential in that every Hyper Offense Needs a scarfed mon. Lando-T not only fits that but excels in it, His good coverage and over 450 speed make him also outspeed the whole non-boosted metagame, He deals with a lot of threats to this team and overall has served this team very well. Very standard set Rock slide for more accuracy other than that very standard but very effective

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Keldeo is a very good pokemon on this team for a few reasons. 1. Kills/Wears down things to such an extent that other pokemon can sweep/kill. 2. Deals with stall which my team struggles with. 3. Scald. Keldeo is a pokemon that if I lose against stall I often lose. Keldeo is my win condition against stall and can hold its own against more offensive teams.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Outrage

What can I say? Tank chomp was never really my thing although this set does make me very weak to birdspam. It has gotten me a few kills, is my lead and often I found tank chomp is doing the same job as this set does, set rocks then die. This set is a suicide set but actually kills things. This mon is a very good lure and often picks up 1-2 kills a game.

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Solar Beam

Heatran hasn't been here long, but he has put in ALOT of work against Steel/Fairy types. Offensive Heatran is the only Heatran I like and for good reason. Its Fire/Steel typing is 4x resistant to Fairy and 4x resistant to Steel. Both of which have a lot of fun against my team. It also works as my only real Charizard X counter and a Talonflame counter. Solar beam cause my team isn't great against bulky waters my only real way to kill them was to hit them with non-super effective moves, Overall I think Heatran was a good addition to the team.

ThreatList:

Birdspam kills 4 of my 6 mons and if they have setup then I am in deeper trouble.
Lando-T can Intimidate but I lose at least 2-3 mons if these guys setup.

Azumarill drives my team crazy with its dual stab. My best hope is to wear it down with two of my pokemon but two pokemon to kill one is hardly a price I'd like to pay, especially since this is such a common pokemon.

Mega-Charizard-X with Jolly nature, DDance and an Earthquake will ruin me.

Overall I haven't found many Pokemon I can't play around
Tips and Advice much appreciated. If you want to change my pokemon please add the full moveset and the EVs. Also please explain why you want to change it.

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1 Answer

2 votes

the first thing that I noticed was that on Alakazam you are running Taunt even though its main role is to be a special sweeper. Switch it out for either energy ball or Dazzling gleam. Energy ball gives you coverage for Azumarill and gleam will give you a more accurate coverage option for dark types such as umbreon (not seen very often but does tend to make an occasional appearance) Sable-eye and Weevil

The next thing I noticed is that you are running a Jolly Nature on Landorus-T and you have him scarfed with max speed investment which is actually a standard way to go about it, however personally I would run an adamant nature instead to get that extra power since he will out-speed just about everything with the scarf and max speed investment. The rest comes down to knowing common scarf users and predicting when to switch in.

While having Entry Hazards is nice I think your Garchomp would benefit from having either iron head or poison jab instead, this is supposed to be hyper offensive and if garchomp can't tank hits he needs to set up swords dance as early as possible to start sweeping that is his role as a physical set up sweeper/wall breaker and taking a turn to set up stealth rocks is counter productive to this. I would recommend either making him a tank or removing the stealth rocks in favor of iron head/poison jab. As a side note: You could use a lum berry instead of a life orb for garchomp's held item. yes you lose the power boost, but in exchange you're not taking 10% of your health after every attack and you don't have to switch out after using outrage and force a set up of swords dance again.

My final thoughts on your team are that Hetran is an excelent choice for the final slot, and your set up with him is nice, however if you choose to take my advice and remove stealth rocks from garchomp you can have heatran set them up instead or running taunt. Of course there is no rule saying you have to have an entry hazard and many teams do fine without them, Taunt is also an excelent choice so it really depends on what you would rather have. You could also give it flash cannon for a steal type stab move over solar beam if you give alakazam energy ball if you wanted to. I also noticed your lack of entry hazard removal, but this being hyper offensive I don't think you really need it unless you plan on switching out a lot in which case I would invest in a defog user.

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