Zog the Stout
Lover of Arcanines
;205;;059;;350;;376;;373;;006;
This is the team I tend to use on WiFi - it performs to a pretty average standard, and I'm fairly happy with it, but interested in what I can do to improve, particuarly with Movesets and Items (as I'm not 100% Overjoyed about retraining for new natures or egg moves). Take it apart
;205; Forretress (@ Occa Berry) ;205;
Impish, Sturdy, 200Def/200SpD/100HP
Explosion
Rapid Spin
Stealth Rock
Toxic Spikes
Standard Utility Lead. Almost never goes down to anything in one hit, so short of being Taunted will always get Stealth Rock up. Can usually get up Toxic Spikes (at least one layer) against less offensive leads (and Weavile). Occa Berry > Focus Sash to survive a Fake Out then Flare Blitz from SuicideNape Leads, though I am considering replacing it with a Lum Berry. Usually withdraw him after setting up for Spinning because my team is quite SR weak, but he does come in to Explode on things if I make a judgement mid/late-game
;059; Arcanine (@ Choice Band) ;059;
Jolly, Intimidate, 252Atk/252Spd/6HP
ExtremeSpeed
Flare Blitz
Crunch
Thunder Fang
Primary Physical Sweeper. Hits hard and fast with ExtremeSpeed (OHKO or 2HKOs most things that dont resist Normal), Flare Blitz for STAB, Thunder Fang for Bulky Waters that aren't Swampert (as my team tends to struggle against them) and Crunch for coverage (surprises a few Gengars on occasion). Choice Band makes him hit incredibly hard, and he can switch into Bullet Punch Scizor, Flare Blitz Infernape and other Physical Attackers pretty happily with Resistance and Intimidation.
;006; Charizard (@ Choice Scarf) ;006;
Modest, Blaze, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Focus Blast
Air Slash
Primary Special Sweeper. SpecialZard is pretty uncommon, so you get a fair few mistakes by people who assume a BellyZard. Then, when they realise it is a SpecialZard, they expect Specs, not Scarf. Which means this guy has done quite a lot of damage by the time they cotton on. I tend to try to get my moneys worth out of him early, especially if I lose Forretress, because of his apalling SR Weakness, but aside from that he has very few flaws. Flamethrower and Air Slash give good SE coverage and powerful, reliable STAB. Dragon Pulse outspeeds, surprises and KOs DanceMences, Garchomps and SwimDras, and with Flamethrower gives full neutral coverage. Focus Blast allows him to handle Blisseys and is my teams answer to TTar, though it is rather unreliable so I use it sparingly.
;373; Salamence (@ Choice Specs) ;373;
Timid, Intimidate, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Draco Meteor
Stone Edge
Backup Special Sweeper. Pretty standard use, to be honest, I usually save him for late game when I can mop things up with a barrage of Dragon Pulses, so he's often the last to be revealed. Flamethrower and Dragon Pulse for Full neutral coverage and powerful STAB in the case of the latter. Draco Meteor for full-power demolition if the situation calls for the destruction of one particular threat. Stone Edge because I trained him without realising Hydro Pump was a Breeding Move, and I figured Stone Edge was the best alternative for a bit of a surprise. Rarely sees use though.
;376; Metagross (@ Expert Belt) ;376;
Jolly, Clear Body, 252Atk/252Spd/6HP
Earthquake
Hammer Arm
Meteor Mash
Zen Headbutt
Backup Physical Sweeper, and also absorbs Physical Hits nicely with a great base Defence and no small amount of weaknesses. Expert Belt gives his wide coverage a nice extra punch with SE attacks - given that I use him to absorb hits and he has no recovery whatsoever, I don't like the idea of giving him Life Orb. Meteor Mash for powerful STAB, 2HKOs almost anything which doesn't resist. Zen Headbutt for Backup STAB against the reasonably large array of types which resist Steel, and also to OHKO Gengar (which can never OHKO 'Gross, even with Choice Specs Focus Blast). Hammer Arm deals with TTar, Blissey and other normal types, and is a general all-round coverage move. Earthquake, because its Earthquake.
;350; Milotic (@ Leftovers) ;350;
Mild, Marvel Scale, 252Def/84SpA/174SpD
Recover
Dragon Pulse
Surf
Aqua Ring
Staller, Mixed Wall and also, at a push another backup Special Sweeper. Tries to setup Aqua Ring first time to give 1/8 Recovery per turn, and then stalls the opponent out with Posion from Toxic Spikes, if Forretress got them down. If not, a mix of Recover and Surf/Dragon Pulse to wear them down and outlast them. He takes Special Hits like a champ, and despite a nature weakness, a high IV and max EVs mean he can take a few Physical Hits too. I had Ice Beam over Dragon Pulse originally, but I kept getting walled and beaten by Bulky Waters such as Tentacruel, Suicine, Vaporeon and Blastoise. With Surf/Ice Beam I couldn't hit them for normal - with Dragon Pulse I can.
Do your worst to my team
Zog
This is the team I tend to use on WiFi - it performs to a pretty average standard, and I'm fairly happy with it, but interested in what I can do to improve, particuarly with Movesets and Items (as I'm not 100% Overjoyed about retraining for new natures or egg moves). Take it apart
;205; Forretress (@ Occa Berry) ;205;
Impish, Sturdy, 200Def/200SpD/100HP
Explosion
Rapid Spin
Stealth Rock
Toxic Spikes
Standard Utility Lead. Almost never goes down to anything in one hit, so short of being Taunted will always get Stealth Rock up. Can usually get up Toxic Spikes (at least one layer) against less offensive leads (and Weavile). Occa Berry > Focus Sash to survive a Fake Out then Flare Blitz from SuicideNape Leads, though I am considering replacing it with a Lum Berry. Usually withdraw him after setting up for Spinning because my team is quite SR weak, but he does come in to Explode on things if I make a judgement mid/late-game
;059; Arcanine (@ Choice Band) ;059;
Jolly, Intimidate, 252Atk/252Spd/6HP
ExtremeSpeed
Flare Blitz
Crunch
Thunder Fang
Primary Physical Sweeper. Hits hard and fast with ExtremeSpeed (OHKO or 2HKOs most things that dont resist Normal), Flare Blitz for STAB, Thunder Fang for Bulky Waters that aren't Swampert (as my team tends to struggle against them) and Crunch for coverage (surprises a few Gengars on occasion). Choice Band makes him hit incredibly hard, and he can switch into Bullet Punch Scizor, Flare Blitz Infernape and other Physical Attackers pretty happily with Resistance and Intimidation.
;006; Charizard (@ Choice Scarf) ;006;
Modest, Blaze, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Focus Blast
Air Slash
Primary Special Sweeper. SpecialZard is pretty uncommon, so you get a fair few mistakes by people who assume a BellyZard. Then, when they realise it is a SpecialZard, they expect Specs, not Scarf. Which means this guy has done quite a lot of damage by the time they cotton on. I tend to try to get my moneys worth out of him early, especially if I lose Forretress, because of his apalling SR Weakness, but aside from that he has very few flaws. Flamethrower and Air Slash give good SE coverage and powerful, reliable STAB. Dragon Pulse outspeeds, surprises and KOs DanceMences, Garchomps and SwimDras, and with Flamethrower gives full neutral coverage. Focus Blast allows him to handle Blisseys and is my teams answer to TTar, though it is rather unreliable so I use it sparingly.
;373; Salamence (@ Choice Specs) ;373;
Timid, Intimidate, 252SpA/252Spd/6HP
Flamethrower
Dragon Pulse
Draco Meteor
Stone Edge
Backup Special Sweeper. Pretty standard use, to be honest, I usually save him for late game when I can mop things up with a barrage of Dragon Pulses, so he's often the last to be revealed. Flamethrower and Dragon Pulse for Full neutral coverage and powerful STAB in the case of the latter. Draco Meteor for full-power demolition if the situation calls for the destruction of one particular threat. Stone Edge because I trained him without realising Hydro Pump was a Breeding Move, and I figured Stone Edge was the best alternative for a bit of a surprise. Rarely sees use though.
;376; Metagross (@ Expert Belt) ;376;
Jolly, Clear Body, 252Atk/252Spd/6HP
Earthquake
Hammer Arm
Meteor Mash
Zen Headbutt
Backup Physical Sweeper, and also absorbs Physical Hits nicely with a great base Defence and no small amount of weaknesses. Expert Belt gives his wide coverage a nice extra punch with SE attacks - given that I use him to absorb hits and he has no recovery whatsoever, I don't like the idea of giving him Life Orb. Meteor Mash for powerful STAB, 2HKOs almost anything which doesn't resist. Zen Headbutt for Backup STAB against the reasonably large array of types which resist Steel, and also to OHKO Gengar (which can never OHKO 'Gross, even with Choice Specs Focus Blast). Hammer Arm deals with TTar, Blissey and other normal types, and is a general all-round coverage move. Earthquake, because its Earthquake.
;350; Milotic (@ Leftovers) ;350;
Mild, Marvel Scale, 252Def/84SpA/174SpD
Recover
Dragon Pulse
Surf
Aqua Ring
Staller, Mixed Wall and also, at a push another backup Special Sweeper. Tries to setup Aqua Ring first time to give 1/8 Recovery per turn, and then stalls the opponent out with Posion from Toxic Spikes, if Forretress got them down. If not, a mix of Recover and Surf/Dragon Pulse to wear them down and outlast them. He takes Special Hits like a champ, and despite a nature weakness, a high IV and max EVs mean he can take a few Physical Hits too. I had Ice Beam over Dragon Pulse originally, but I kept getting walled and beaten by Bulky Waters such as Tentacruel, Suicine, Vaporeon and Blastoise. With Surf/Ice Beam I couldn't hit them for normal - with Dragon Pulse I can.
Do your worst to my team
Zog