EvilTyranitar
Well-Known Member
Please Read This team is not meant to battle the elite four or anything like that (I realize it wouldn't last 5 battles). I just wanted to train a strong/annoying team to battle friends, battle tower, and single trainers in game. I trained more than 6 so I can kind of mix and match. I know there are probably too many pokemon here, but if you could take the time to read through and give any suggestions for new pokemon or movesets, or which of my pokemon to use it would be greatly appreciated. Thanks!
P.S. I'm also not overly concerned with natures. I'm also not totally sure I did the EVs right. I'm pretty new to EV training, so I apologize for any mistakes.
Leads
These first few are what I consider my leads. They're basically meant to scout and/or set up entry hazards.
Jumpluff @ Heat Rock
Ability: Chlorophyll
EVs: 255 Hp / 255 Spd
Nature: Jolly
-Sleep Powder
-Sunny Day
-SolarBeam
-U-turn
Jumpluff is basically meant to be sent out first, launch a fast sleep powder, and then u-turn to a different pokemon. Sunny day, in combination with the chlorophyll ability, will double jumpluff's speed and allow it to fire off solarbeams without charging first. This is just in case it has to fight on its own for whatever reason. Other than that, there isn't a whole lot to it.
Aggron @ Quick Claw
Ability: Rock Head
EVs: 155 Hp / 255 Def / 100 SpDef
Nature: Gentle
-Stealth Rock
-Roar
-Iron Head
-Rest
Aggron's job to to get stealth rocks out, then either start forcing switches with roar or attacking with iron head (I chose iron head over head smash for it's accuracy). Then, obviously, rest is there as a way to heal. I gave it quick claw to potentially help make up for its lack of speed. And with the evs I tried to spread his bulk around as well as I could so it will last in battle.
Skarmory @ Quick Claw
Ability: Sturdy
EVs: 255 HP / 255 Def
Nature: Impish
-Spikes
-Stealth Rock
-Whirlwind
-Fly
Skarmory's job is pretty much the same as aggron. It lays stealth rocks and/or spikes, then starts forcing switches with whirlwind. I realize that special defense is a big weak point on my skarmory, but I figured it would be more beneficial to max out it hp and defense.
Crobat @ Black Sludge
Ability: Inner Focus
EVs: 255 Hp / 255 Spd
Nature: Careful
-Confuse Ray
-Toxic
-Super Fang
-Fly
Crobat is my favorite lead. I usually start with a confuse ray to hinder the opponent's ability to attack. Then I poison it with toxic, followed by a super fang to cut the opponent's hp in half. Fly is basically meant to help stall and let toxic do its thing. From my experience using it, this moveset on crobat is very effective. It's ability to cripple oppenents before they have a chance to respond is huge. Since crobat doesn't have any direct damage attacks that are actually used to do damage (fly is meant to stall as I said before), I decided to give it some bulk by ev training it in hp. The evs in combination with the recovery of black sludge, makes it more difficult to take crobat down. Black sludge also makes it a bad idea to use trick on crobat.
Stallers/Annoyers
These next pokemon I use for the middle 4 slots in my lineup. They are basically meant to stall and/or be annoying.
Togekiss @ King's Rock
Ability: Serene Grace
EVs: Not EV Trained
Nature: Adamant
-Thunder Wave
-Air Slash
-Softboiled
-Fly
Togekiss has a pretty standard paraflinch moveset. You know how it works. Paralyze the opponent with thunder wave, then spam air slash until the opponent faints or rage quits. Softboiled is meant to heal. And I really have no specific reason for fly, so if you have a better move, please let me know.
Shuckle @ Leftovers
Ability: Sturdy
EVs: 255 Hp / 100 Def / 155 SpDef
Nature: Calm
-Toxic
-Double Team
-Mud-Slap
-Rest
This shuckle is meant to make use of its awesome defensive stats by toxic stalling. I start with toxic, then max my evasiveness with double team, then move to mud-slap (more to stall and lower accuracy than to actually do damage). Rest is there in case shuckle needs to heal.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 255 Hp / 255 Def
Nature: Docile
-Toxic
-Minimize
-Psychic
-Softboiled
In case you haven't figured it out yet, I like to use toxic, and this blissey is a standard toxic staller blissey, and it works basically the same way as shuckle, except with minimize instead of double team and softboiled instead of rest. I chose psychic instead of seismic toss in case I have to deal with a fighting type.
Ludicolo @ Big Root
Ability: Rain Dish
EVs: 255 Hp / 255 Def
Nature: Mild
-Leech Seed
-Rain Dance
-Giga Drain
-Attract
This ludicolo is basically meant to sap the opponent's health. I like to start by leech seeding and following it up with a rain dance (in combination with rain dish), so I have a steady source of hp recovery. Then I have giga drain to STAB attack and sap more health. Giga drain also gets a boost from big root. Attract is there just to make it harder to land an attack on ludicolo (who is male).
Wobbuffet @ Shell Bell
Ability: Shadow Tag
EVs: 255 Def / 255 SpDef
Nature: Hardy
-Encore
-Safeguard
-Counter
-Mirror Coat
This is the cliche, standard wobbuffet. I'm not even going to explain how it works since it's pretty obvious. If you need clarification, let me know.
Sweepers
These last 4 are my sweepers. I use them to finish off whatever is left after the rest of my team has done its thing.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 255 SpAtk / 255 Spd
Nature: Calm
-Surf
-Thunderbolt
-Ice Beam
-Recover
Starmie has it's three attacks to give it the best coverage possible, and knows recover to help heal off life orb recoil. It's a pretty simple set.
Scyther @ Muscle Band
Ability: Technician
EVs: 255 Atk / 255 Spd
Nature: Lonely
-Swords Dance
-Aerial Ace
-X-Scissor
-Quick Attack
This scyther is meant to make use of its technician ability. It starts with a swords dance to up attack. Aerial ace is its main attack because it's boosted by technician, gets STAB, and is a guaranteed hit. X-scissor is there as another STAB move, and quick attack is there for priority and gets boosted by technician.
Heracross @ Flame Orb
Ability: Guts
EVs: 255 Atk / 255 Spd
Nature: Jolly
-Swords Dance
-Facade
-Close Combat
-Megahorn
This heracross is a little bit of a gamble, but if it works, it pays off big time. I start with a swords dance to boost attack power. After that first turn, the flame orb burns heracross activating guts. With all those attack boosts, STAB close combat and STAB megahorn do a ton of damage, and facade's base power doubles from the burn.
And my favorite....
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 255 Atk / 255 Spd
Nature: Adamant
-Dragon Dance
-Crunch
-Rock Slide
-Earthquake
There's nothing too fancy about this tyranitar, I just really like it. It starts with a dragon dance to boost attack and speed, then uses crunch and rock slide for STAB moves, and earthquake as another power attack. And all three attacks get boosted by life orb and get good coverage. And in case you were wondering, I chose rock slide over stone edge because I don't like stone edge's accuracy.
P.S. I'm also not overly concerned with natures. I'm also not totally sure I did the EVs right. I'm pretty new to EV training, so I apologize for any mistakes.
Leads
These first few are what I consider my leads. They're basically meant to scout and/or set up entry hazards.
Jumpluff @ Heat Rock
Ability: Chlorophyll
EVs: 255 Hp / 255 Spd
Nature: Jolly
-Sleep Powder
-Sunny Day
-SolarBeam
-U-turn
Jumpluff is basically meant to be sent out first, launch a fast sleep powder, and then u-turn to a different pokemon. Sunny day, in combination with the chlorophyll ability, will double jumpluff's speed and allow it to fire off solarbeams without charging first. This is just in case it has to fight on its own for whatever reason. Other than that, there isn't a whole lot to it.
Aggron @ Quick Claw
Ability: Rock Head
EVs: 155 Hp / 255 Def / 100 SpDef
Nature: Gentle
-Stealth Rock
-Roar
-Iron Head
-Rest
Aggron's job to to get stealth rocks out, then either start forcing switches with roar or attacking with iron head (I chose iron head over head smash for it's accuracy). Then, obviously, rest is there as a way to heal. I gave it quick claw to potentially help make up for its lack of speed. And with the evs I tried to spread his bulk around as well as I could so it will last in battle.
Skarmory @ Quick Claw
Ability: Sturdy
EVs: 255 HP / 255 Def
Nature: Impish
-Spikes
-Stealth Rock
-Whirlwind
-Fly
Skarmory's job is pretty much the same as aggron. It lays stealth rocks and/or spikes, then starts forcing switches with whirlwind. I realize that special defense is a big weak point on my skarmory, but I figured it would be more beneficial to max out it hp and defense.
Crobat @ Black Sludge
Ability: Inner Focus
EVs: 255 Hp / 255 Spd
Nature: Careful
-Confuse Ray
-Toxic
-Super Fang
-Fly
Crobat is my favorite lead. I usually start with a confuse ray to hinder the opponent's ability to attack. Then I poison it with toxic, followed by a super fang to cut the opponent's hp in half. Fly is basically meant to help stall and let toxic do its thing. From my experience using it, this moveset on crobat is very effective. It's ability to cripple oppenents before they have a chance to respond is huge. Since crobat doesn't have any direct damage attacks that are actually used to do damage (fly is meant to stall as I said before), I decided to give it some bulk by ev training it in hp. The evs in combination with the recovery of black sludge, makes it more difficult to take crobat down. Black sludge also makes it a bad idea to use trick on crobat.
Stallers/Annoyers
These next pokemon I use for the middle 4 slots in my lineup. They are basically meant to stall and/or be annoying.
Togekiss @ King's Rock
Ability: Serene Grace
EVs: Not EV Trained
Nature: Adamant
-Thunder Wave
-Air Slash
-Softboiled
-Fly
Togekiss has a pretty standard paraflinch moveset. You know how it works. Paralyze the opponent with thunder wave, then spam air slash until the opponent faints or rage quits. Softboiled is meant to heal. And I really have no specific reason for fly, so if you have a better move, please let me know.
Shuckle @ Leftovers
Ability: Sturdy
EVs: 255 Hp / 100 Def / 155 SpDef
Nature: Calm
-Toxic
-Double Team
-Mud-Slap
-Rest
This shuckle is meant to make use of its awesome defensive stats by toxic stalling. I start with toxic, then max my evasiveness with double team, then move to mud-slap (more to stall and lower accuracy than to actually do damage). Rest is there in case shuckle needs to heal.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 255 Hp / 255 Def
Nature: Docile
-Toxic
-Minimize
-Psychic
-Softboiled
In case you haven't figured it out yet, I like to use toxic, and this blissey is a standard toxic staller blissey, and it works basically the same way as shuckle, except with minimize instead of double team and softboiled instead of rest. I chose psychic instead of seismic toss in case I have to deal with a fighting type.
Ludicolo @ Big Root
Ability: Rain Dish
EVs: 255 Hp / 255 Def
Nature: Mild
-Leech Seed
-Rain Dance
-Giga Drain
-Attract
This ludicolo is basically meant to sap the opponent's health. I like to start by leech seeding and following it up with a rain dance (in combination with rain dish), so I have a steady source of hp recovery. Then I have giga drain to STAB attack and sap more health. Giga drain also gets a boost from big root. Attract is there just to make it harder to land an attack on ludicolo (who is male).
Wobbuffet @ Shell Bell
Ability: Shadow Tag
EVs: 255 Def / 255 SpDef
Nature: Hardy
-Encore
-Safeguard
-Counter
-Mirror Coat
This is the cliche, standard wobbuffet. I'm not even going to explain how it works since it's pretty obvious. If you need clarification, let me know.
Sweepers
These last 4 are my sweepers. I use them to finish off whatever is left after the rest of my team has done its thing.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 255 SpAtk / 255 Spd
Nature: Calm
-Surf
-Thunderbolt
-Ice Beam
-Recover
Starmie has it's three attacks to give it the best coverage possible, and knows recover to help heal off life orb recoil. It's a pretty simple set.
Scyther @ Muscle Band
Ability: Technician
EVs: 255 Atk / 255 Spd
Nature: Lonely
-Swords Dance
-Aerial Ace
-X-Scissor
-Quick Attack
This scyther is meant to make use of its technician ability. It starts with a swords dance to up attack. Aerial ace is its main attack because it's boosted by technician, gets STAB, and is a guaranteed hit. X-scissor is there as another STAB move, and quick attack is there for priority and gets boosted by technician.
Heracross @ Flame Orb
Ability: Guts
EVs: 255 Atk / 255 Spd
Nature: Jolly
-Swords Dance
-Facade
-Close Combat
-Megahorn
This heracross is a little bit of a gamble, but if it works, it pays off big time. I start with a swords dance to boost attack power. After that first turn, the flame orb burns heracross activating guts. With all those attack boosts, STAB close combat and STAB megahorn do a ton of damage, and facade's base power doubles from the burn.
And my favorite....
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 255 Atk / 255 Spd
Nature: Adamant
-Dragon Dance
-Crunch
-Rock Slide
-Earthquake
There's nothing too fancy about this tyranitar, I just really like it. It starts with a dragon dance to boost attack and speed, then uses crunch and rock slide for STAB moves, and earthquake as another power attack. And all three attacks get boosted by life orb and get good coverage. And in case you were wondering, I chose rock slide over stone edge because I don't like stone edge's accuracy.
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