Just getting back into competitive battling after a good long break.
Team at a glance.
;142;;212;;251;;135;;485;;233;
Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Earthquake
- Rock Slide
---
Sets up Stealth rocks, taunts opponents set up leads such as Roserade. Useful switch-in later on to take earthquakes, also helps to scare away heatran if it makes it's still around.
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Substitute
- Toxic
---
My favourite heatran set, comes in on predicted fire moves, scizor bullet punches etc. Usually i set up sub first and toxic the incoming bulky water. You'd be surprised at the amount of people who send in their heatran only to be faced with sub and the prospect of taking an earth power. Combos nicely with celebi.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 232 HP/32 Spd/244 SAtk
Modest nature (+SAtk, -Atk)
- Thunder Wave
- U-turn
- Recover
- Leaf Storm
---
I use celebi to paralyze stuff and U-turn out, gets that much needed OHKO on swampert that my team lacks.
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/216 Def/40 SAtk
Bold nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Recover
- Thunder Wave
---
Counters so much i love this guy, trace copies flashfire, intimidate, water absorb etc and usually forces a switch which then gets crippled by thunder wave.
Jolteon (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Baton Pass
- Thunderbolt
- Shadow Ball
- Substitute
---
I remember regularly having problems with electric moves in my old teams so i have included jolteon to help with that. Sub lets me scout/ protect my frail defences- baton pass has come in useful occassionaly i.e passing to celebi to comfortably take an earthquake, im consdering hp grass at the moment though as swampert and tyranitar switchins are still a pain if i dont have sub. (maybe swap leaf storm on celebi for earth power?)
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
---
Ideally my finisher once its counters have been crippled by toxic or thunder wave. I do find i have to send it out mid game though to get a few revenge kills and the choice band forces me to switch out quite often.
Overall i feel my team has an issue with speed or lack off. Would suicune be worth looking at over porygon2?
As i said first team in a while any glaring weaknesses iv missed? all suggestions welcome.
Team at a glance.
;142;;212;;251;;135;;485;;233;
Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Earthquake
- Rock Slide
---
Sets up Stealth rocks, taunts opponents set up leads such as Roserade. Useful switch-in later on to take earthquakes, also helps to scare away heatran if it makes it's still around.
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Substitute
- Toxic
---
My favourite heatran set, comes in on predicted fire moves, scizor bullet punches etc. Usually i set up sub first and toxic the incoming bulky water. You'd be surprised at the amount of people who send in their heatran only to be faced with sub and the prospect of taking an earth power. Combos nicely with celebi.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 232 HP/32 Spd/244 SAtk
Modest nature (+SAtk, -Atk)
- Thunder Wave
- U-turn
- Recover
- Leaf Storm
---
I use celebi to paralyze stuff and U-turn out, gets that much needed OHKO on swampert that my team lacks.
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/216 Def/40 SAtk
Bold nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Recover
- Thunder Wave
---
Counters so much i love this guy, trace copies flashfire, intimidate, water absorb etc and usually forces a switch which then gets crippled by thunder wave.
Jolteon (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Baton Pass
- Thunderbolt
- Shadow Ball
- Substitute
---
I remember regularly having problems with electric moves in my old teams so i have included jolteon to help with that. Sub lets me scout/ protect my frail defences- baton pass has come in useful occassionaly i.e passing to celebi to comfortably take an earthquake, im consdering hp grass at the moment though as swampert and tyranitar switchins are still a pain if i dont have sub. (maybe swap leaf storm on celebi for earth power?)
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
---
Ideally my finisher once its counters have been crippled by toxic or thunder wave. I do find i have to send it out mid game though to get a few revenge kills and the choice band forces me to switch out quite often.
Overall i feel my team has an issue with speed or lack off. Would suicune be worth looking at over porygon2?
As i said first team in a while any glaring weaknesses iv missed? all suggestions welcome.
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