My first of two teams. This one is fourth gen, while the other is fifth, and I must say, this is my favorite of the two. It's generally more fun to play with, and I spent a bit more time on this one than the other. I understand this one better, and it seems to work together pretty decently.
The reason I'm not winning more of the matches I'm in is because I started two days ago, and am still learning how to predict what's going to happen, and who to switch to when I actually manage to predict correctly.
(I HAVE played quite a few matches. Please don't lock my thread assuming I haven't tested this team out. :/)
Maybe I should enroll in the Tutoring program... x3
1) Hippowdon (Geb, Male) @ Leftovers
Ability: Sand Stream
EVs: 252HP/152Def/104SpD
Nature: Impish
-Earthquake
-Slack Off
-Stealth Rock
-Ice Fang
Hippowdon is, as should be obvious by his placement on this list, his ability, and his possession of Stealth Rock, my lead Pokemon. He is bulky enough to take most hits while setting up my initial entry hazard, and has access to Earthquake and Ice Fang, both of which can do some damage to other leads, and can allow me to bring him in later to do some damage to the rest of the opponet's team (Dragons especially.) Slack off simply gives me a reliable way to regain some health.
His EV spread makes him as bulky as possible, with a little extra emphasis on the physical side. With 420 HP and 341 Defense, he can be relied on to take a punch in the face, and still keep smashing away.
I usually only lose this guy when I make stupid errors and end up sending him in against unfavorable matchups, or Pokemon I don't really expect to have grass, water, or ice type moves. I'm sure he'll stand up a lot better as I get better at predicting what's going to happen.
2) Skarmory (Ra, Male) @ Shed Shell
Ability: Keen Eye
EVs: 252HP/252Def/4SpD
Nature: Impish
-Spikes
-Whirlwind
-Roost
-Brave Bird
Skarmory is a Spiker and the one on my team who forces the opponent to switch out, whether they want to or not. With his type, he's only weak to Fire and Electric, and is strong against quite a few types. (I know you all know this, so hush.) This makes him a rather easy switch in, and it also makes it somewhat easy to set up a couple layers of spikes before I need to switch to someone else.
Brave Bird is a rather powerful flying type attack, with a recoil... However, the recoil damage, alongside any damage Ra picks up from the opponent or any entry hazards the opponent has set up can be "easily" healed off with roost. This moves carries a threat, though, by making him full Steel type, and leaving him open to ground type attacks.
3) Tentacruel (Hathor, Female) @ Black Sludge
Ability: Liquid Ooze
EVs: 252HP/120Def/136SpD
Nature: Calm
-Toxic Spikes
-Rapid Spin
-Surf
-HP (Electric)
I needed to have a spinner... People keep telling me that because Stealth Rock isn't a TM anymore, it's not as popular, and will eventually fade out... I fight on a battle simulator, where you have access to any attack, including Stealth Rock, and what about Spikes? I want to cover both, and with Tentacruel's type, I could simply absorb Toxic Spikes, which is a move she herself possesses and can set up.. Another entry hazard. :D
While the EV spread doesn't make her overly powerful as an attacker, she is supposed to be used to set up the third and final entry hazard, and to be brought back time and again to sweep out the etnry hazards that the opposing team has put up against me.
Surf is there as a STABed water type move, which will allow me additional coverage against fire types, ground types, rock types... etc, etc, while Hidden Power Electric is there to cover other water types and flying types.
4) Blissey (Thoth, Female) @ Leftovers
Ability: Natural Cure
EVs: 252Def/40SpA/216SpD
Nature: Calm
-Wish
-Protect
-Flamethrower
-Seismic Toss
It's a Blissey... What do you want from her? She's defensive, and has the ability through Wish to heal team mates, or can use Wish+Protect to keep herself alive, if the need arises.
Flamethrower to cover steel and ice types if I need to, and Seismic Toss as a heavily reliable move.
Blah, blah, blah... usual Blissey.
5) Celebi (Isis, Genderless) @ Leftovers
Ability: Natural Cure
EVs: 252HP/216Def/8SpD/32Spe
Nature: Bold
-Recover
-HP(fire)
-Grass Knot
-Leech Seed
Celebi has no right to be as powerful as it is. I mean, come on! It's a little green fairy! (Pink, in my case, but... the argument still stands.)
Another bulky little Pokemon on my team... Somewhat speedy, moreso than the others. Recover is there to keep it alive in tight situations, while Hidden Power fire exists to do the same things Blissey's Flamethrower does. Grass Knot is a STAB grass move which, with all the large, bulky ground and/or water typers hanging around, is useful and rather powerful in almost all cases. Leech Seed could probably count as another "entry hazard", and does damage every turn alongside the sandstorm that Hippowdon pulls up when he's sent out.
6) Dusknoir (Osiris, male) @ Leftovers
Ability: Pressure
EVs: 252HP/28Atk/228Def
Nature: Impish
-Wil-O-Wisp
-Shadow Punch
-EQ
-ThunderPunch
Probably my most offensive Pokemon, and he really isn't even... that.. offensive. Still focused on his bulkiness.
Will-O-Wisp is there to inflict those Pokemon that somehow avoid the Toxic Spikes with a status condition. Not to mention that the burn status condition makes me absolutely giddy. It's easy to pull off when expecting a switch, and even if they DON'T switch out, their Pokemon still gets hit with a burn. No ill effects on my part. :3
The second move-slot was originally Pain Split, but I needed a ghost move to cover Psychic and other Ghosts, which were the only two singular types I wasn't able to cover with my moveset, which I can do now, and the STAB bonus isn't bad either. (However, if you think I should add Pain Split back into his moveset and replace something else with Shadow Punch, feel free to say so. :3)
Earthquake is to cover Hippowdon, should he die, and Thunderpunch is to cover other Skarmory, and other birds in general and water types.
Any suggestions are appreciated. :3
Also... how do you put the little sprites into the posts? (Like.. the pokemon's sprites above their names that you see on every RMT post?)
The reason I'm not winning more of the matches I'm in is because I started two days ago, and am still learning how to predict what's going to happen, and who to switch to when I actually manage to predict correctly.
(I HAVE played quite a few matches. Please don't lock my thread assuming I haven't tested this team out. :/)
Maybe I should enroll in the Tutoring program... x3
1) Hippowdon (Geb, Male) @ Leftovers
Ability: Sand Stream
EVs: 252HP/152Def/104SpD
Nature: Impish
-Earthquake
-Slack Off
-Stealth Rock
-Ice Fang
Hippowdon is, as should be obvious by his placement on this list, his ability, and his possession of Stealth Rock, my lead Pokemon. He is bulky enough to take most hits while setting up my initial entry hazard, and has access to Earthquake and Ice Fang, both of which can do some damage to other leads, and can allow me to bring him in later to do some damage to the rest of the opponet's team (Dragons especially.) Slack off simply gives me a reliable way to regain some health.
His EV spread makes him as bulky as possible, with a little extra emphasis on the physical side. With 420 HP and 341 Defense, he can be relied on to take a punch in the face, and still keep smashing away.
I usually only lose this guy when I make stupid errors and end up sending him in against unfavorable matchups, or Pokemon I don't really expect to have grass, water, or ice type moves. I'm sure he'll stand up a lot better as I get better at predicting what's going to happen.
2) Skarmory (Ra, Male) @ Shed Shell
Ability: Keen Eye
EVs: 252HP/252Def/4SpD
Nature: Impish
-Spikes
-Whirlwind
-Roost
-Brave Bird
Skarmory is a Spiker and the one on my team who forces the opponent to switch out, whether they want to or not. With his type, he's only weak to Fire and Electric, and is strong against quite a few types. (I know you all know this, so hush.) This makes him a rather easy switch in, and it also makes it somewhat easy to set up a couple layers of spikes before I need to switch to someone else.
Brave Bird is a rather powerful flying type attack, with a recoil... However, the recoil damage, alongside any damage Ra picks up from the opponent or any entry hazards the opponent has set up can be "easily" healed off with roost. This moves carries a threat, though, by making him full Steel type, and leaving him open to ground type attacks.
3) Tentacruel (Hathor, Female) @ Black Sludge
Ability: Liquid Ooze
EVs: 252HP/120Def/136SpD
Nature: Calm
-Toxic Spikes
-Rapid Spin
-Surf
-HP (Electric)
I needed to have a spinner... People keep telling me that because Stealth Rock isn't a TM anymore, it's not as popular, and will eventually fade out... I fight on a battle simulator, where you have access to any attack, including Stealth Rock, and what about Spikes? I want to cover both, and with Tentacruel's type, I could simply absorb Toxic Spikes, which is a move she herself possesses and can set up.. Another entry hazard. :D
While the EV spread doesn't make her overly powerful as an attacker, she is supposed to be used to set up the third and final entry hazard, and to be brought back time and again to sweep out the etnry hazards that the opposing team has put up against me.
Surf is there as a STABed water type move, which will allow me additional coverage against fire types, ground types, rock types... etc, etc, while Hidden Power Electric is there to cover other water types and flying types.
4) Blissey (Thoth, Female) @ Leftovers
Ability: Natural Cure
EVs: 252Def/40SpA/216SpD
Nature: Calm
-Wish
-Protect
-Flamethrower
-Seismic Toss
It's a Blissey... What do you want from her? She's defensive, and has the ability through Wish to heal team mates, or can use Wish+Protect to keep herself alive, if the need arises.
Flamethrower to cover steel and ice types if I need to, and Seismic Toss as a heavily reliable move.
Blah, blah, blah... usual Blissey.
5) Celebi (Isis, Genderless) @ Leftovers
Ability: Natural Cure
EVs: 252HP/216Def/8SpD/32Spe
Nature: Bold
-Recover
-HP(fire)
-Grass Knot
-Leech Seed
Celebi has no right to be as powerful as it is. I mean, come on! It's a little green fairy! (Pink, in my case, but... the argument still stands.)
Another bulky little Pokemon on my team... Somewhat speedy, moreso than the others. Recover is there to keep it alive in tight situations, while Hidden Power fire exists to do the same things Blissey's Flamethrower does. Grass Knot is a STAB grass move which, with all the large, bulky ground and/or water typers hanging around, is useful and rather powerful in almost all cases. Leech Seed could probably count as another "entry hazard", and does damage every turn alongside the sandstorm that Hippowdon pulls up when he's sent out.
6) Dusknoir (Osiris, male) @ Leftovers
Ability: Pressure
EVs: 252HP/28Atk/228Def
Nature: Impish
-Wil-O-Wisp
-Shadow Punch
-EQ
-ThunderPunch
Probably my most offensive Pokemon, and he really isn't even... that.. offensive. Still focused on his bulkiness.
Will-O-Wisp is there to inflict those Pokemon that somehow avoid the Toxic Spikes with a status condition. Not to mention that the burn status condition makes me absolutely giddy. It's easy to pull off when expecting a switch, and even if they DON'T switch out, their Pokemon still gets hit with a burn. No ill effects on my part. :3
The second move-slot was originally Pain Split, but I needed a ghost move to cover Psychic and other Ghosts, which were the only two singular types I wasn't able to cover with my moveset, which I can do now, and the STAB bonus isn't bad either. (However, if you think I should add Pain Split back into his moveset and replace something else with Shadow Punch, feel free to say so. :3)
Earthquake is to cover Hippowdon, should he die, and Thunderpunch is to cover other Skarmory, and other birds in general and water types.
Any suggestions are appreciated. :3
Also... how do you put the little sprites into the posts? (Like.. the pokemon's sprites above their names that you see on every RMT post?)