Hi all,
So recently I decided I was going to build a team around one of my favourite Pokemon, Victini. However, ultimately I removed Victini from the team because it was doing next to nothing for the team as a whole. This is basically what the leftovers morphed into.
Teambuilding process
First I began with Banded Victini
I then added Ferrothorn to give spikes support and help beat revenge killers who would come in against Victini
I then added Lando T for Stealth Rocks and U-Turn support, as well as Mega Manectric for offensive presence and VoltTurn.
After this the team required Rapid Spin support. For this reason Reflect Type Starmie was added
At the end of this, the team wasn't looking great against M-Sableye and set up sweepers, so Unaware Clefable finished off the team.
Finally, it was recommended that Defensive T-Flame would be a better fit than Victini. I tried this and it was indeed a better fit, especially useful for fighting stall and for its bulk.
The Team
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Ferrothorn is a solid wall with good utility. Spikes puts pressure on opposing teams' switches, and is good to use on the switches ferro causes. Leech Seed provides more recovery and can force switches. Gyro Ball is strong stab, hitting for 150 BP 9/10 times, and absolutely murdering fairies, whilst Power Whip is grass type STAB.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Reflect Type
- Scald
- Rapid Spin
- Recover
Starmie is my spinner, providing crucial support for Talonflame as well as allowing me to switch freely. Reflect type allows Starmie to avoid Pursuit etc. whilst Scald is useful for the burn and is STAB. Rapid spin is the reason I use Starmie and Recover (along with a defensive EV spread) allows it to spin more reliably.
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Lando-T provides useful offensive pressure to help break through opposing walls. Earthquake hits very hard with Soft Sand, which provides more power to Lando's main STAB without losing HP. Stone Edge forms EdgeQuake, whilst U-Turn provides momentum. Stealth Rocks are a necessity and work well with spikes.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Volt Switch
- Hidden Power [Ice]
Manectric-Mega forms a powerful VoltTurn core with Lando, which has the added bonus of utilising intimidate. Mamectric also provides offensive pressure. Tbolt is good STAB which hits hard, whilst Volt Switch provides momentum. Overheat hits very hard, and damages Steel and Grass types very hard. HP Ice hits Lando, Chomp and Gliscor very hard and rounds off the coverage.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Clefable is my main protection against M-Sableye and Set Up sweepers. Moonblast stops it from being taunt bait. Heal Bell assists the team greatly against mons who utilise status. Wish can heal clef or another mon, whilst protect can stall out turns for either PP or wish.
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Bulk Up
Talonflame is a very bulky physical attacker on my team. Bulk Up is necessary to boost its uninvested attack and defence to turn him into a mixed tank. Will-o-Wisp also helps vs opposing physical attackers. Roost allows for longevity and mind games against electric types, whilst acrobatics prevents him from being taunt bait and does decent damage.
Alright, that's it for the team. As a side note, I do sort of get wrecked by opposing M-Manectric. Any advice will be greatly appreciated.
Thanks guys
So recently I decided I was going to build a team around one of my favourite Pokemon, Victini. However, ultimately I removed Victini from the team because it was doing next to nothing for the team as a whole. This is basically what the leftovers morphed into.
Teambuilding process
First I began with Banded Victini
I then added Ferrothorn to give spikes support and help beat revenge killers who would come in against Victini
I then added Lando T for Stealth Rocks and U-Turn support, as well as Mega Manectric for offensive presence and VoltTurn.
After this the team required Rapid Spin support. For this reason Reflect Type Starmie was added
At the end of this, the team wasn't looking great against M-Sableye and set up sweepers, so Unaware Clefable finished off the team.
Finally, it was recommended that Defensive T-Flame would be a better fit than Victini. I tried this and it was indeed a better fit, especially useful for fighting stall and for its bulk.
The Team
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Ferrothorn is a solid wall with good utility. Spikes puts pressure on opposing teams' switches, and is good to use on the switches ferro causes. Leech Seed provides more recovery and can force switches. Gyro Ball is strong stab, hitting for 150 BP 9/10 times, and absolutely murdering fairies, whilst Power Whip is grass type STAB.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Reflect Type
- Scald
- Rapid Spin
- Recover
Starmie is my spinner, providing crucial support for Talonflame as well as allowing me to switch freely. Reflect type allows Starmie to avoid Pursuit etc. whilst Scald is useful for the burn and is STAB. Rapid spin is the reason I use Starmie and Recover (along with a defensive EV spread) allows it to spin more reliably.
Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Lando-T provides useful offensive pressure to help break through opposing walls. Earthquake hits very hard with Soft Sand, which provides more power to Lando's main STAB without losing HP. Stone Edge forms EdgeQuake, whilst U-Turn provides momentum. Stealth Rocks are a necessity and work well with spikes.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Volt Switch
- Hidden Power [Ice]
Manectric-Mega forms a powerful VoltTurn core with Lando, which has the added bonus of utilising intimidate. Mamectric also provides offensive pressure. Tbolt is good STAB which hits hard, whilst Volt Switch provides momentum. Overheat hits very hard, and damages Steel and Grass types very hard. HP Ice hits Lando, Chomp and Gliscor very hard and rounds off the coverage.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Clefable is my main protection against M-Sableye and Set Up sweepers. Moonblast stops it from being taunt bait. Heal Bell assists the team greatly against mons who utilise status. Wish can heal clef or another mon, whilst protect can stall out turns for either PP or wish.
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Bulk Up
Talonflame is a very bulky physical attacker on my team. Bulk Up is necessary to boost its uninvested attack and defence to turn him into a mixed tank. Will-o-Wisp also helps vs opposing physical attackers. Roost allows for longevity and mind games against electric types, whilst acrobatics prevents him from being taunt bait and does decent damage.
Alright, that's it for the team. As a side note, I do sort of get wrecked by opposing M-Manectric. Any advice will be greatly appreciated.
Thanks guys