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Kermit the Politoed @ Leftovers
Nature: Bold
EVs: 252 HP / 252 Def / 4 Sp. Def
Ability: Drizzle
~Perish Song

The first half of my weather starters and my physical wall. It's your standard bulky Drizzletoed. Scald for STAB and nice 30% chance of burn, Perish Song for scaring out any threats (unless they wanna die), Toxic and Protect for stalling purposes. I maxed out HP and Defense because Politoed was already so specially bulky and it makes for sort of a mixed wall.

Grass: Magneton, Scizor, Dragonite
Electric: Hippowdon, Magneton

Bertha the Hippowdon @ Leftovers
Nature: Careful
EVs: 252 HP / 4 Atk / 252 Sp.Def
Ability: Sand Stream
~Stealth Rock
~Slack Off

Second half of my weather inducers. Pretty much Politoed except I put the EVs in its Special Defense. Stealth Rock is there because who doesn't love Stealth Rock? Slack Off is there for reliable recovery. Whirlwind for phazing and EQ is for STAB. Like Politoed, Hippowdon was only bulky on one side of the defensive spectrum so I maxed out the other side as well as it's HP. The EVs in Attack give a tiny bit more power.

Water: Politoed, Dragonite
Grass: Magneton, Scizor, Dragonite
Ice: Politoed, Magneton, Scizor

Attractive the Magneton @ Choice Scarf
Nature: Timid
EVs: 4 HP / 252 Sp. Atk / 252 Spe
Ability: Magnet Pull
~Volt Switch
~Hidden Power Fire
~Flash Cannon

After noticing Politoed and Hippowdon are both weak to Grass, I added this as a bit of coverage. Volt Switch is for scouting purposes and Thunderbolt is its main STAB. However, I might switch it with Thunder, but it becomes somewhat unreliable without the rain. Hidden Power Fire is for KOing the Steel-types that I trap in with Magneton. Flash Cannon's just there for STAB on Dragons that resist Thunderbolt and HP Fire.

Fire: Politoed, Dragonite
Ground: Dragonite
Fighting: Espeon, Dragonite

BugginOut the Scizor @ Choice Band
Nature: Adamant
EVs: 248 HP / 252 Atk / 8 Spe
Ability: Technician
~Bullet Punch

Under the rain with their Fire-type weaknesses halved, Magnezone and Scizor make a strong offensive core. U-Turn is also for scouting and creates the VoltTurn combo with Magnezone. Bullet Punch is for priority, STAB, and picking off weakened Pokemon. Pursuit is for dealing damage on anything that's switching out. Superpower is there for coverage against other Steels.

Fire: Politoed, Dragonite

RightRound the Hitmontop @ Leftovers
Nature: Impish
EVs: 252 HP / 252 Def / 4 Sp. Def
Ability: Intimidate
~Rapid Spin
~Mach Punch
~ Foresight
~Sucker Punch

This thing's bulky and Intimidate complements that well. Rapid Spin for getting away the hazards. I chose Mach Punch over Close Combat because of priority and Hitmontop really doesn't appreciate the drop in its defenses, especially considering it won't be attacking that much. Foresight is so I can Rapid Spin on Ghost-types. Lastly, Sucker Punch is also for priority and so I can get the heads-up on anything faster.

Psychic: Magneton, Scizor
Flying: Magneton

Puff the Dragonite @ Lum Berry
Nature: Adamant
EVs: 252 HP / 44 Atk / 212 Spe
Ability: Multiscale
~Dragon Dance
~Dragon Claw
~Fire Punch

Whether it be rain or sand, this thing has one an only one job: DESTROY! It has the bulk to withstand several hits even without Multiscale so it can DD up. Multiscale so it can survive a hit while Dragon Dancing. Dragon Claw because this is meant to be used late game, so I don't want to get locked into Outrage. Fire Punch for Ice-types and Roost is for healing off any damage it has taken.Lefties is counter-intuitive in the sand, so I went with Lum Berry.

Dragon: Magneton, Scizor
Ice: Politoed, Magnezone, Scizor
Rock: Hippowdon, Magneton

So here it is. Leave any comments you like as well as some ways I can make this team better.


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oh yeah! my new tag is bringing hope to the db!

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