slinkyzard
Member
(When rating note that I do not use perfect IVs, so EV spreads might look odd. Also note that I DO NOT use legendaries in ANY tier, so please don't recommend using legendaries.)
The purpose of this team is to use a balanced approach. Each member of the team is an answer to many different strategies, not allowing any one Pokemon or type to destroy it. It has varied typings, as well as walls and sweepers to have great coverage offensively and defensively. Most of the sets are pretty standard...the biggest issues I have are that I have no Ice Beam or Thunderbolt/Thunder users, which I find to be a concern, although I have not struggled with it yet. (This team has laughed Gyrados's face despite not having an Electric move) I don't have a creative name for the team or anything, but here they are.
Infernape @ Focus Sash
Ability: Blaze
Nature: Jolly
EVs: 4 HP/252 Att/252 Spe
-Stone Edge
-U-Turn
-Close Combat
-Flare Blitz
Infernape, AKA the original fire monkey. I use him as my lead and have had great success. He scares the pants off of lead Tyranitar that aren't interested in taking a Close Combat to the face and even a Scarf T-tar is obliterated by Close Combat after the Focus Sash kicks in. Flare Blitz and Stone Edge round off the high base power moves and U-Turn does what U-Turn does, allowing the team to keep up with switch advantage as well as hitting Psychics hard. I really like infernape as a lead because when opponents see my team in the preview, they will likely throw out their weather machine right away as I don't have one. Infernape does very well against the aforementioned Tyranitar sand teams and abuses Ninetales on sun teams. Flare Blitz and Stone Edge smack sun teams where it hurts, smashing Chlorophyll sweepers and Fire types looking to pack a punch in the sun. With its versatility, Infernape serves as a great lead for the team and the Focus Sash does a great job allowing it to stay in on scarf users (which are very common leads) that plan on OHKOing by surviving and using great coverage turn the battle in my favor.
Hydreigon @ Choice Specs
Ability: Levitate
Nature: Modest
EVs: 4 Def/252 SpAtt/252 Spe
-Dragon Pulse
-Fire Blast
-Surf
-Dark Pulse
Behold, Hydreigon, possibly the best Specs user I have encountered to date. With great Special Attack and coverage that makes literally EVERY Pokemon think twice about switching in, the Brutal Pokemon is truly a force to be reckoned with. I prefer Dragon Pulse to Draco Meteor purely because in my experience Draco Meteor's accuracy combined with its huge setback of -2 Special Attack has been more of a hinderance to the team than its raw base power has been a help. Fire Blast is obviously for coverage and its 120 base power, while Surf is my Heatran killing move. Some like Focus Blast instead but the accuracy just hasn't proven to be worth the power (my luck seems to be terrible with it). To my knowledge, Earth Power is banned with Dark Pulse otherwise I would run both. Sadly, I have to settle for just one and so I choose Dark Pulse, lest my team struggle greatly with Reuniclus and Jellicent. The awesome power Hydreigon brings to the team is a welcome addition and he has proven his worth time and time again.
Jellicent @ Leftovers
Ability: Water Absorb
Nature: Bold
EVs: 252 HP/220 Def/40 SpD
-Taunt
-Scald
-Will-O-Wisp
-Recover
Ah, Jellicent, the anguish you cause opponents is pleasing to me. With an amazing dual typing, three immunities thanks to Water Absorb and a movepool that makes most defensive Pokemon red with jealousy, the ghostly jellyfish makes life difficult for anyone who faces it. It covers the weaknesses of Infernape and Hydreigon very well, allowing for easier switch ins. Its support role as a wall and burner helps the team by crippling physical sweepers and taking valuable HP from opposing walls. I would be hard pressed to remember a time I actually lost a stall war with Jellicent. Taunt stops sweepers from using Jellicent as setup bait, and Recover just makes life miserable for an opponent who thinks the jelly is about to go down, only to find it gain just over 200 HP back followed by Leftovers recovery.
Espeon @ Light Clay
Ablility: Magic Bounce
Nature: Timid
EVs: 4 Def/252 SpAtt/252 Spe
-Reflect
-Light Screen
-Grass Knot
-Psychic
Espeon has absolutely torn into every team it has faced. The threat of Magic Bounce is enough to worry any status move user. Opposing Jellicent have to consider the possibility of burning or poisoning themselves when trying to status any member of my team. I don't carry a Stealth Rock user but in almost every battle I have been able to predict well enough to bounce rocks back at the opponent. The dual screens make switching and general defenses much easier. (If you though Jellicent was a pain, wait until it gets behind dual screens.) I run Psychic instead of Psyshock simply because it is less common it seems. Many opponents will switch in a physical wall to take a Psyshock only to have their Special Defense ravaged by Psychic. Grass Knot has served me well mainly because I don't have another grass move on the team. It is very situational but allows Espeon to have a way to fight back against bulky waters and Tyranitar.
Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 252 HP/176 Def/80 Spe
-Toxic
-Substitute
-Earthquake
-Protect
Gliscor is the absolute king of Toxic stalling, and that earns him a spot on this team. The Dream World granted Gliscor a crazy good ability and allows him to not only avoid status, but gain 1/8 HP every turn. Combined with Protect, Substitute, and great speed for a defensive Pokemon, Gliscor will be a top priority to be knocked out. As long as I can keep him out of the path of Ice Beams and Hydro Pumps other players can expect to get Toxic stalled to the stars and back. The Ground/Flying typing also allows for the avoidance of Spikes/Earthquake and gives an immunity to Thunders/Thunderbolts/Thunder Waves that would otherwise be freely fired off at my team. As mentioned though, it is vital to keep Gliscor away from using its Special Defense stat, especially against moves it is weak to. Gliscor and Espeon together make taking incoming status moves on the switch a breeze and ease prediction for the team.
Scizor @ Life Orb
Ability: Technician
Nature: Adamant
Evs:252 HP/252 Att/4 SpD
-Pursuit
-Bullet Punch
-Superpower
-U-Turn
Rounding off the team is the beastly bug, Scizor. This set fits in with my team, giving much needed priority in the form of Bullet Punch. Stab U-Turn is also a huge threat for anything that doesn't resist it and is just one more thing to keep the switch momentum in my favor. Pursuit creates problems for a multitude of Pokemon that find themselves facing the metal bug. Superpower crushes opposing Steel types that might try to switch in to take Scizor's stab moves. Life Orb is the item of choice, allowing Scizor to hit with extra power without being locked into one move. I have used Choice band before, but too many Pokemon carry super effective Fire and Ground moves that force Scizor out while it is locked into a resisted move.
I have considered replacing Espeon with:
Starmie @ Choice Scarf/Specs
Ability: Natural Cure
Nature:Timid
EVs: 4 Def/252 SpAtt/252 Spe
-Trick
-Thunderbolt
-Ice Beam
-Thunder Wave/Rapid Spin/Recover/Surf
Starmie would be a great answer to all of the dragons, using its high base speed and Ice Beam to ruin them. Thunderbolt rounds off coverage, allowing me to hit bulky waters hard. Trick can stop a wall from walling and the last slot can go a number of different ways. Thunder Wave could be the difference, slowing down faster sweepers to pave the way for Hydreigon and Scizor to sweep. My team isn't particularly weak to entry hazards, although having Rapid Spin to remove Toxic Spikes would be helpful for Jellicent. Recover would prolong Starmies life after Trick, allowing me to keep another threat alive longer. Surf is a powerful stab move that will help revenge kill. Its ability is reminiscent of Espeon's Magic Bounce, allowing for Starmie to absorb status moves for the team. As I am writing this I am actually leaning toward Starmie...
The purpose of this team is to use a balanced approach. Each member of the team is an answer to many different strategies, not allowing any one Pokemon or type to destroy it. It has varied typings, as well as walls and sweepers to have great coverage offensively and defensively. Most of the sets are pretty standard...the biggest issues I have are that I have no Ice Beam or Thunderbolt/Thunder users, which I find to be a concern, although I have not struggled with it yet. (This team has laughed Gyrados's face despite not having an Electric move) I don't have a creative name for the team or anything, but here they are.
Infernape @ Focus Sash
Ability: Blaze
Nature: Jolly
EVs: 4 HP/252 Att/252 Spe
-Stone Edge
-U-Turn
-Close Combat
-Flare Blitz
Infernape, AKA the original fire monkey. I use him as my lead and have had great success. He scares the pants off of lead Tyranitar that aren't interested in taking a Close Combat to the face and even a Scarf T-tar is obliterated by Close Combat after the Focus Sash kicks in. Flare Blitz and Stone Edge round off the high base power moves and U-Turn does what U-Turn does, allowing the team to keep up with switch advantage as well as hitting Psychics hard. I really like infernape as a lead because when opponents see my team in the preview, they will likely throw out their weather machine right away as I don't have one. Infernape does very well against the aforementioned Tyranitar sand teams and abuses Ninetales on sun teams. Flare Blitz and Stone Edge smack sun teams where it hurts, smashing Chlorophyll sweepers and Fire types looking to pack a punch in the sun. With its versatility, Infernape serves as a great lead for the team and the Focus Sash does a great job allowing it to stay in on scarf users (which are very common leads) that plan on OHKOing by surviving and using great coverage turn the battle in my favor.
Hydreigon @ Choice Specs
Ability: Levitate
Nature: Modest
EVs: 4 Def/252 SpAtt/252 Spe
-Dragon Pulse
-Fire Blast
-Surf
-Dark Pulse
Behold, Hydreigon, possibly the best Specs user I have encountered to date. With great Special Attack and coverage that makes literally EVERY Pokemon think twice about switching in, the Brutal Pokemon is truly a force to be reckoned with. I prefer Dragon Pulse to Draco Meteor purely because in my experience Draco Meteor's accuracy combined with its huge setback of -2 Special Attack has been more of a hinderance to the team than its raw base power has been a help. Fire Blast is obviously for coverage and its 120 base power, while Surf is my Heatran killing move. Some like Focus Blast instead but the accuracy just hasn't proven to be worth the power (my luck seems to be terrible with it). To my knowledge, Earth Power is banned with Dark Pulse otherwise I would run both. Sadly, I have to settle for just one and so I choose Dark Pulse, lest my team struggle greatly with Reuniclus and Jellicent. The awesome power Hydreigon brings to the team is a welcome addition and he has proven his worth time and time again.
Jellicent @ Leftovers
Ability: Water Absorb
Nature: Bold
EVs: 252 HP/220 Def/40 SpD
-Taunt
-Scald
-Will-O-Wisp
-Recover
Ah, Jellicent, the anguish you cause opponents is pleasing to me. With an amazing dual typing, three immunities thanks to Water Absorb and a movepool that makes most defensive Pokemon red with jealousy, the ghostly jellyfish makes life difficult for anyone who faces it. It covers the weaknesses of Infernape and Hydreigon very well, allowing for easier switch ins. Its support role as a wall and burner helps the team by crippling physical sweepers and taking valuable HP from opposing walls. I would be hard pressed to remember a time I actually lost a stall war with Jellicent. Taunt stops sweepers from using Jellicent as setup bait, and Recover just makes life miserable for an opponent who thinks the jelly is about to go down, only to find it gain just over 200 HP back followed by Leftovers recovery.
Espeon @ Light Clay
Ablility: Magic Bounce
Nature: Timid
EVs: 4 Def/252 SpAtt/252 Spe
-Reflect
-Light Screen
-Grass Knot
-Psychic
Espeon has absolutely torn into every team it has faced. The threat of Magic Bounce is enough to worry any status move user. Opposing Jellicent have to consider the possibility of burning or poisoning themselves when trying to status any member of my team. I don't carry a Stealth Rock user but in almost every battle I have been able to predict well enough to bounce rocks back at the opponent. The dual screens make switching and general defenses much easier. (If you though Jellicent was a pain, wait until it gets behind dual screens.) I run Psychic instead of Psyshock simply because it is less common it seems. Many opponents will switch in a physical wall to take a Psyshock only to have their Special Defense ravaged by Psychic. Grass Knot has served me well mainly because I don't have another grass move on the team. It is very situational but allows Espeon to have a way to fight back against bulky waters and Tyranitar.
Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 252 HP/176 Def/80 Spe
-Toxic
-Substitute
-Earthquake
-Protect
Gliscor is the absolute king of Toxic stalling, and that earns him a spot on this team. The Dream World granted Gliscor a crazy good ability and allows him to not only avoid status, but gain 1/8 HP every turn. Combined with Protect, Substitute, and great speed for a defensive Pokemon, Gliscor will be a top priority to be knocked out. As long as I can keep him out of the path of Ice Beams and Hydro Pumps other players can expect to get Toxic stalled to the stars and back. The Ground/Flying typing also allows for the avoidance of Spikes/Earthquake and gives an immunity to Thunders/Thunderbolts/Thunder Waves that would otherwise be freely fired off at my team. As mentioned though, it is vital to keep Gliscor away from using its Special Defense stat, especially against moves it is weak to. Gliscor and Espeon together make taking incoming status moves on the switch a breeze and ease prediction for the team.
Scizor @ Life Orb
Ability: Technician
Nature: Adamant
Evs:252 HP/252 Att/4 SpD
-Pursuit
-Bullet Punch
-Superpower
-U-Turn
Rounding off the team is the beastly bug, Scizor. This set fits in with my team, giving much needed priority in the form of Bullet Punch. Stab U-Turn is also a huge threat for anything that doesn't resist it and is just one more thing to keep the switch momentum in my favor. Pursuit creates problems for a multitude of Pokemon that find themselves facing the metal bug. Superpower crushes opposing Steel types that might try to switch in to take Scizor's stab moves. Life Orb is the item of choice, allowing Scizor to hit with extra power without being locked into one move. I have used Choice band before, but too many Pokemon carry super effective Fire and Ground moves that force Scizor out while it is locked into a resisted move.
I have considered replacing Espeon with:
Starmie @ Choice Scarf/Specs
Ability: Natural Cure
Nature:Timid
EVs: 4 Def/252 SpAtt/252 Spe
-Trick
-Thunderbolt
-Ice Beam
-Thunder Wave/Rapid Spin/Recover/Surf
Starmie would be a great answer to all of the dragons, using its high base speed and Ice Beam to ruin them. Thunderbolt rounds off coverage, allowing me to hit bulky waters hard. Trick can stop a wall from walling and the last slot can go a number of different ways. Thunder Wave could be the difference, slowing down faster sweepers to pave the way for Hydreigon and Scizor to sweep. My team isn't particularly weak to entry hazards, although having Rapid Spin to remove Toxic Spikes would be helpful for Jellicent. Recover would prolong Starmies life after Trick, allowing me to keep another threat alive longer. Surf is a powerful stab move that will help revenge kill. Its ability is reminiscent of Espeon's Magic Bounce, allowing for Starmie to absorb status moves for the team. As I am writing this I am actually leaning toward Starmie...
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