megawurmple
Active Member
The team at a glance
The general strategy with this team is to use my bulkier Pokemon to take out walls and set up hazards, allowing my sweepers to take care of the rest.
Individual pokes
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Claw
- Extreme Speed
- Fire Punch
- Dragon Dance
Dragonite is a physical sweeper. After a Dragon Dance, Dragonite outspeeds anything below a fully invested base 130 Poke with a positive nature. The combination of Weakness Policy and Multiscale is a powerful one, allowing Dragonite to take a super-effective hit from almost anything and hit back twice as hard. Dragon Claw is your basic STAB, Fire Punch takes care of bulky steel and ice types, and Extreme Speed has +2 priority, allowing you to get past those pesky Bullet Punches and Quick Attacks.
MC Hammerhead (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Hasty
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Blast
Excluding Deoxys-S, ScarfChomp outspeeds anything that isn't scarfed. That's quick. His base 130 attack means that he hits like a train, and he has good coverage with his moveset, making him a ridiculously good revenge killer. Earthquake, Dragon Claw and Stone Edge don't need an explanation, and Fire Blast is there to take down steels such as Ferrothorn or Skarmory.
Washington (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Substitute
This guy is physically very bulky. His big defensive stats, combined with Will-O-Wisp, make him a formidable wall against almost any physical sweeper. Substitute is a move I tried out in place of Pain Split, which I can't get, and has been successful so far as it means that status moves cannot hit him when a sub is up, allowing him to break some walls. A well timed Substitute also gives you a free turn against whatever the opponent switches in to. The other two moves are just STAB moves.
Humbug (Pinsir) @ Pinsirite
Ability: Moxie (Aerilate when mega evolved)
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Return
- Quick Attack
- Earthquake
- Swords Dance
Aerilate is a stupidly powerful ability, boosting normal type moves by 30%, then making them flying type so that mega Pinsir gets a STAB bonus too, totaling a 95% increase in power to all normal type moves. Return hits for almost 200BP, and Quick Attack almost 80BP. Combined with Pinsir's already huge attack, this guy is hard to wall. After a Swords Dance, he is so powerful that his Return is guaranteed to 3HKO a fully invested defensive Skarmory. Earthquake is there for coverage, taking down steel and fire types that would be otherwise problematic.
Skarface (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Whirlwind
- Roost
This guy is obviously my hazard setter. With such huge defensive stats, he can switch in to almost any physical attacker and set up 2 or more layers of hazards. Whirlwind and Roost offer longevity by removing threats or recovering, as well as Whirlwind being a way of abusing the hazards set up beforehand. You may have noticed that I don't run Brave Bird in this set, and that's because I don't feel that it's necessary. The ability to set 2 different hazards is more important to the role Skarmory plays in my team, and I don't run into Taunt often enough to warrant playing around it.
Ability: Magic Bounce
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Dazzling Gleam
- Calm Mind
Espeon is my special sweeper. Calm Mind boosts his power, the other moves are for STAB or coverage, with Dazzling Gleam hitting for super-effective damage on dark types that Espeon can't normally handle. Sash allows Espeon's paper-thin defenses to take a hit without worrying about dying so that he can continue to sweep. Magic Bounce also has its uses if you can predict correctly. Espeon is possibly the weakest Pokemon in my team and I'm considering Greninja as a special sweeper instead. Thoughts?
Kermit (Greninja) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Dark Pulse
- Extrasensory
Just your generic Greninja, designed to be a special sweeper. Hit hard or die is the strategy here. Hydro Pump is for huge power, Ice Beam is your most powerful reliable move, and Dark Pulse and Grass Knot are for coverage. Not much more to say really.
DigDug (Excadrill) @ Assault Vest
Ability: Mold Breaker
EVs: 80 HP / 176 Atk / 252 SDef
Adamant Nature
- Earthquake
- Rock Slide
- Poison Jab
- Rapid Spin
Looking at the first 5 Pokes in my team, I realised that I really needed a spinner. This is what happened. Good ol' DigDug here is the most unexpected special wall you'll ever see, but he's effective. With his Assault Vest, his base 110 HP stat and a lot of EVs in special defense, he can shrug off hits like they're nothing. For example:
252+ SpA Rotom-W Hydro Pump vs. 80 HP / 252 SpD Assault Vest Excadrill: 236-278 (61.9 - 72.9%) -- guaranteed 2HKO
Even a fully invested Modest Rotom-W can't OHKO with a Hydro Pump. This allows him to spin comfortably, and he easily takes down the electric types that normally plague my team. Rock Slide offers super-effective hits on the flying types that evade Earthquake, and Poison Jab makes Excadrill a world class fairy slayer.
Thanks in advance for the help. All advice is appreciated.
~megawurmple~
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