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This is my first AG team But I win some and loose lot .Help me get this stronger and the best way to use this team efficiently.

Zapdos @ Focus Sash
Ability: Pressure
EVs: 208 HP / 100 Def / 200 SpD
- Defog
- Thunderbolt
- Heat Wave
- U-turn
I am using it as a defogger and an electric coverage

Rayquaza-Mega @ Leftovers
Ability: Delta Stream
EVs: 8 HP / 124 Atk / 124 SpA / 252 Spe
Mild Nature
- Dragon Ascent
- Draco Meteor
- Ancient Power
- Extreme Speed

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 56 Atk / 200 SpA / 252 Spe
Gentle Nature
- Eruption
- Precipice Blades
- Stone Edge
- Solar Beam
Mixed set Groudon and my Favourite fire type

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 100 Atk / 156 SpA / 252 Spe
Lax Nature
- Photon Geyser
- Sunsteel Strike
- Earthquake
- Night Slash
The best but it gets loosing over and over

Yveltal @ Zoom Lens
Ability: Dark Aura
EVs: 12 HP / 128 Atk / 128 SpA / 240 Spe
Naive Nature
- Hurricane
- Dragon Rush
- Sucker Punch
- Focus Blast

Zoom lens to increase the accuracy for all moves (except Sucker Punch)

Mew @ Focus Sash
Ability: Synchronize
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Aura Sphere
- Dazzling Gleam
- Energy Ball

My fav pokemon andusing it as a specialattacker

I know I am very bad at natures and EVs pls suggets making this team good.
Thank you

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What Nature does Zapdos have?

1 Answer

2 votes
 
Best answer

Your team needs a rework, very badly

Problems in the team:
Almost the whole team. The sets, EV's, Natures and items. Like, Sash Defoger's won't work, as they Sash would be broken when they try to Defog. There are some mistakes like this, and we would be going through them in this RMT.

Diffrent Playstyles against this team:

  1. Hyper Offense: HO would, I'm 100% sure, break through this like cheese. Pokémon like Zapdos would make awesome setup fodder for things like Primal Groudon. With hazard support from Pokémon like Deoxys-Speed, the various sashes you have would also break.

  2. Bulky Offense: Bulky Offense also would have their ways to get past this team. Pokémon like Weakness Policy-Autotomize Necrozma-Dusk Mane would have absolutely no problem in doing this-and-that here. Ultra Necrozma would also put a lot of pressure on you, especially after they get a Swords Dance up. Defensive titans, like Giratina-A, could Toxic and Will-O-Wisp half the things here, and defeating them would surely be a problem.

  3. Balance: Almost like Bulky Offense, Balance would also rip holes in your team, and put Defensive pressure also, as you are almost incapable of taking down said threats in Giratina-A, as well as Ho-Oh, and Support Arceus formes.

  4. Stall: Nope. Stall forces you out pretty easily. You look at that cross.. you press it.. and then forfeit. Stall would really force you to do that, it's a much hated playstyle, and well, you don't have a Stall answer.

Now, to the team..


1. Zapdos: I see that it's your Defogger. But, why Sash? It does not have Magic Guard as an ability, which means, when you come to Defog the hazards out, and if the hazard is Stealth Rock, and your Sash would 100% break, and as you don't even have a recovery move, your Sash would just be a waste of an item slot. And, Zapdos is very less used in AG, as many Pokémon have their Attack / Special Attack stats above 150, Zapdos, with it's 90 / 85 / 90 defenses, won't be surviving many hits. I'd say for for Support FairyCeus as a Defogger:

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Judgment
- Recover
- Defog
- Toxic

The given EV spread let's it outspeed maximum Speed neutral-natured base 90s, such as Primal Kyogre and Primal Groudon. The rest of the EVs are invested into its physical bulk in order to maximize its chances of surviving a +1 Mega Rayquaza's Dragon Ascent after Stealth Rock damage. Toxic is to pressurise Primal Groudon's, to which it really can't to anything. Recover is, well, Recover.


2. Rayquaza-Mega: Ok so, the EV Spread is weird. So are the moves, item, nature. Ancient Power won't really work, you know. I'd say use this set:

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Ascent
- Dragon Dance
- Extreme Speed
- Earthquake / V-Create

Dragon Ascent is required for Mega Evolution and provides Mega Rayquaza a powerful Flying-type attack. Dragon Dance allows Mega Rayquaza to outpace most threats and threaten to sweep. Extreme Speed picks off faster Pokemon and revenge kills weakened threats. Earthquake can hit many Flying-type answers, including Arceus-Rock, Arceus-Steel, and Necrozma-DM. V-create is a potent option that allows Mega Rayquaza to beat certain checks such as Celesteela and Skarmory. However, the Speed drop from usage limits Mega Rayquaza's ability as a sweeper and leaves it unable to defeat Arceus-Rock or Tyranitar alone. (I copy pasted this from mega Ray's analysis cuz well that's what you need ._.)


3. Groudon-Primal: Eh. The moves are more or less workable but nature is... very bad. I'd say, go for a Defensive one, as it would provide something to switch into when your team has problems, and it's a good Primal Kyogre counter, as it defeats 'em usually when its 1v1 (but the weather needs to be Harsh Sun...). The set:

Dino (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 36 Def / 220 SpD
Sassy Nature
- Overheat
- Precipice Blades
- Rest
- Dragon Tail

That's what I personally use. The EV Spread (plus the moves: I only changed one ;-;) was given by @Swastik. I tried it out in Gen 7 AG, and it worked wonders. Rest is reliable, especially when you are fat and can tank hits. I only had problems with Mega Rayquaza's, as they, in Strong Winds, only took as little as 38% from Stone Edge, and so the PDon became setup fodder for Mega Ray's. And so, I swapped Stone Edge with Dragon Tail, and got some beneficial results, as it phazes the Ray out, and also does something like 45% damage. Also, it phazed out Espeon's from BP Teams, as Roar would be bounced back because of Magic Bounce, so that was an extra +1. The only thing you would miss would be the ability to take out Ho-Oh's. The most you could do, is to phaze them out, whilst Stone Edge KO's them. So, it really does depend on you, the last move, what you require. Stealth Rock can also be kept, but that would mean no recovery.


4. Necrozma-Dusk Mane: Nope won't work. Night Slash is a bad move, and if you want coverage against Ghost's, Knock Off is far better. I'll change this to Ultra Necrozma, which is currently S- Rank in the VR's. The set:

Necrozma-Dusk Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 28 HP / 220 Atk / 8 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Stone Edge

Swords Dance is setup, and try using it before Ultra Burst, as NDM has better defenses than Ultra Necrozma. Photon Geyser is STAB and gives us Light That Burns The Sky, very strong Z-Move. Earthquake provides vital coverage against Primal Groudon and Steel-types. Stone Edge breaks through problematic Flying-types like Yveltal and Lugia, as well as letting Ultra Necrozma better deal with Ho-Oh and Mega Salamence.


5. Yveltal: Just... don't us this pls. The moves aren't good. They won't provide with anything good. Use this:

Yveltal @ Life Orb
Ability: Dark Aura
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt

Taunt is for Baton Pass teams, Smeargle Leads and all. Dark Pulse is great STAB, especially in Dark Aura, Yvel's signature ability. Oblivion Wing provides recovery, and hits many more things that resists Pulse. Sucker punch is great prio, and also helps in cleaning weakened foes, as well as revenge killing many foes.


6. Mew: Mew really isn't good in Gen 7 AG, especially when used outside of Baton Pass teams. I'd say, add a Stealth Rocker, as it would help you do the offensive job much better. Arceus-Water is a decent user of Stealth Rock thanks to the good role compression it provides and its ability to beat Defog Arceus-Ground, a trait that is relatively rare in common Stealth Rock setters. The set:

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Recover
- Stealth Rock
- Ice Beam
- Judgment

Toxic is to pressurise foes, Ice Beam for coevarge, Rocks is Rocks, Judgement is to hit GroundCeus and Ho-Oh.
Another good Rocker would be NDM. It's also a good Xerneas check. The set:

Necrozma-Dusk Mane @ Solganium-Z / Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Sunsteel Strike
- Morning Sun

Rocks is Rocks. Toxic is, again, to pressurise the foe. Sunsteel Strike is good STAB that hits Xerneas hard. Morning Sun is good recovery. Solganium Z can be used to give Necrozma-DM a significantly greater offensive presence and prevent Gothitelle from trapping and neutralizing it.


Final Team

Hope I helped!!

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Nice :)
Thanku ;)
Btw use Yvel as a stall answer Taunt is very much good