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Random Team

Ballade

Ultimate Destoryer
This was a team that I struck up in my head randomly one day and it seems to have a good amount of potential. NOTE: Don't be a jerk, all I'm asking is an opinion and constructive criticism, not, OMGYOUSUCKLOL.

Mr. Mime
Bold nature
Filter
@Leftovers
-Substitute
-Baton Pass
-Calm Mind
-Meditate
Defensive wall, with its high sp. def it isn't something I'd have to worry about, Calm Mind ups it's defenses and substitute will allow it to power up without worry and Meditate is great for stalling purposes in Sub. mode and when I Baton Pass it to another pokemon, they'll already have maxed defenses and attacking power.

Weavile
Adamant nature
Pressure
@Metronome
-Ice Punch
-Beat Up
-Brick Break
-Punishment/Night Slash
Physical Offense sweeper, Ice Punch gives off STAB and Brick Break takes care of Dark, Ice, and Steel type pokemon, whereas Beat Up + STAB + Metronome can get quite a boost in power, and Punishment for stat-boosting pokemon, or Night Slash for basic STAB attack when Beat Up looses effectiveness.

Roserade
Modest nature
Natural Cure
@Black Sludge
-Sludge Bomb
-Extrasensory
-Energy Ball
-Weather Ball
In all honesty, I'm not sure what ability Roserade should use. On one hand, with Natural Cure, it's free from being afflicted with a status and with a simple switch causes this to happen. On the other hand, there's Poison Point which causes poison should it get with a physical attack and if it faints and leaves a poison status, it gets in the last laugh before biting the dust. The con to each is that most moves that have status inflictions are also super effective against Roserade, barring paralysis and poison, due to Grass types resisting electric moves and the move accompanying paralyze more than likely to not hit as hard, and also because poison types can't be poisoned. With Poison Point though, it can't take physical hits well in the first place so it's at a disadvantage with leaving only poison and then leaving after one or two hits, and if it doesn't kick in, it's no good.

All in all, it's the Special Attack offensive user and can hit hard in many regards. Weather Ball takes advantage of any weather inducing moves that I or my opponent use and also hits for technically 4 different types; Fire, Water, Ice, and Rock. I'm debating on getting rid of Extrasensory, however, and putting on Synthesis or Rest, depending on what ability I have on Roserade. Energy Ball and Sludge Bomb are there for STAB and the decent coverage they have.

Blastoise
Modest
Torrent
@Ice Plate
-Hail
-Blizzard
-Hydro Pump
-Rain Dance
Primarily to set up for Roserade's Weather Ball, Blizzard and Hydro Pump do take advantage of the weather moves; Blizzard becomes unavoidable, and Hydro Pump deals even more damage

Magmortar
Modest
Flame Body
@Grass Plate
-Sunny Day
-Solar Beam
-Fire Blast/Flamethrower
-Thunderbolt
Overall a good special user with the ability to set up a Sunny Day for either a Fire-type'd Weather Ball or a powered up Solar Beam.

Skarmory
Adamant
Keen Eye
@Power Herb/sky plate
-Spikes
-Stealth Rock
-Whirlwind
-Sky Attack/Brave Bird
Typical Skarmory set, but it works for it's purpose. I figured it could help out a lot when the battle nears the end and Weavile and Roserade or Magmortar are taken out to either stall or go for the win.
 
This team is all over the place.

One, you need to post EV spreads.

Two, Meditate really doesn't serve a purpose on Mr. Mime. You only really have one pure physical attacker, and Skarmory won't need the boosts. You have mostly special attackers... stick with CM as your attack booster. I'd go with Barrier over it if you wanted a stat-boosting move or Psychic, Shadow Ball or Focus Blast if you wanted an attack.

Three, Weavile doesn't really want Metronome... it's a crappy item. Switch it out for either a Choice Band or Life Orb. Beat Up and Punishment are crappy moves as well. If you didn't want Night Slash, Pursuit is the other good Dark option. As for your Beat Up replacement... I'd go with either Ice Shard so you can finish off weakened opponents without worry or Aerial Ace to give the jump on Fighters who come in thinking they can blast you into oblivion with their STAB moves.

Your next three Pokémon are all sort of in conflict. You've got random weather changing all around, which is not good. Stick with one weather effect and run with it. My suggestion would have been Rain Dance if you didn't have Magmortar in there. I'm guessing that Sunny Day is the choice you need, since it doesn't hurt Blastoise as much as RD hurts Magmortar.

Blastoise doesn't want two weather moves, and it also doesn't get boosted power in Hail for Hydro Pump. You also need a spinner on this team since you have two critters weak to Stealth Rock and no one that outright resists it (ie everyone takes at least neutral damage from it). Sub out one of the weather moves for Rapid Spin and the other one for something like Protect, Haze or another support move. Also, stay away from Plates that only boost one type attack. Besides, Blastoise would rather have Leftovers.

Magmortar, if you're running Sunny Day on him, should be holding a Heat Rock.

Stick with Leftovers and Brave Bird on Skarmory.

You need a lot of work, but your head's in a good place at least.
 
While you have me at the EV Spread (since where I put them would be essential), there are a couple of points you have that clash with the very foundation of the strategy I have.

First, the EV Spread:
Mr. Mime
maxed HP/ maxed Def./ 4 Sp. Def

Weavile
maxed Atk/ maxed Speed/ 4 HP

Roserade
maxed Sp. Atk/ ~100 Def./ ~150 Speed (more as estimates, I do want to up Roserade's speed more than it's defense, but it also depends on it's ability)

Blastoise
maxed def./ maxed sp. def/ 4 HP

Magmortar
250 sp. atk/ ~120 HP/ ~134 Def (again, more as estimates because he lacks the base speed to sweep)

Skarmory
maxed Def./ 20 Sp. Def/ ~230 HP (possibly 4 in Sp. Def and maxed in HP)

Two, Meditate really doesn't serve a purpose on Mr. Mime. You only really have one pure physical attacker, and Skarmory won't need the boosts. You have mostly special attackers... stick with CM as your attack booster. I'd go with Barrier over it if you wanted a stat-boosting move or Psychic, Shadow Ball or Focus Blast if you wanted an attack.

Mr. Mime is a Baton Passer to the fullest, I don't want him to have an attack so that way I can pour EVs into it's HP and defenses, and granted Meditate is somewhat useless thanks to my team only having 1 physical attacker on the main, so something like Barrier would probably be more effective.

Three, Weavile doesn't really want Metronome... it's a crappy item. Switch it out for either a Choice Band or Life Orb. Beat Up and Punishment are crappy moves as well. If you didn't want Night Slash, Pursuit is the other good Dark option. As for your Beat Up replacement... I'd go with either Ice Shard so you can finish off weakened opponents without worry or Aerial Ace to give the jump on Fighters who come in thinking they can blast you into oblivion with their STAB moves.

Baton Passed with good defenses and a full team lets Weavile take advantage of Metronome, because each hit would be powered up and with a base of 15 per hit, that's 90 total, and increases drastically with every use. If Metronome increases the base damage by 5, that's possibly a total of 30 damage added every time, meaning it can rival the power of Self-Destruct or even Explosion by the time he croaks.

If I'm wrong, let me know, that very logic is WHY Metronome and Beat-Up are on Weavile.

Your next three Pokémon are all sort of in conflict. You've got random weather changing all around, which is not good. Stick with one weather effect and run with it. My suggestion would have been Rain Dance if you didn't have Magmortar in there. I'm guessing that Sunny Day is the choice you need, since it doesn't hurt Blastoise as much as RD hurts Magmortar.

Blastoise doesn't want two weather moves, and it also doesn't get boosted power in Hail for Hydro Pump. You also need a spinner on this team since you have two critters weak to Stealth Rock and no one that outright resists it (ie everyone takes at least neutral damage from it). Sub out one of the weather moves for Rapid Spin and the other one for something like Protect, Haze or another support move. Also, stay away from Plates that only boost one type attack. Besides, Blastoise would rather have Leftovers.

Magmortar, if you're running Sunny Day on him, should be holding a Heat Rock.

Stick with Leftovers and Brave Bird on Skarmory.

You need a lot of work, but your head's in a good place at least.

The Weather moves are there for Roserade to take advantage of. In case I saw a dragon on the team and Hail from Blastoise is still out, then Roserade can Weather Ball an ice type for 200 damage or more on it, or if it was a fire type then Ball it for a water type for the same damage.

Magortar's item change is probably for the better though, as well as Blastoise (more than likely for the Hail increase so that Blizzard hits more often.), though, leftovers is also a good choice.

What in the world gave you the idea that I thought Hail would increase the power of Hydro Pump?

I heard elsewhere that Drill Peck might be better on Skarmory. It's powerful with no draw back (i.e. recoil or charge) and still works well with it.

While Rapid Spin seems to be a good idea, that would then mean I'd have to get rid of Hail and Blizzard because those two have a synch. going on; Hail affects Weather Ball and Blizzard, and Blizzard's effect becomes an unavoidable attack, and on the other hand there'd be Rain Dance which also affects it (though, I'm leaning towards getting rid of Rain Dance; Hydro Pump is already a powerful water type move that Blastoise gets STAB from). As for the protection move, there's just a small problem. If it's Protect, then I have to time it just right so that a powerful attack just goes over head, and if it's Haze, I have to make sure that Mr. Mime is already KO'd and the Baton Passed effect isn't on Blastoise (or at the least the Passed effects). If I use Protect too early, then the opponent will know about it and it loses it's surprise effect, and I may end up protecting against nothing, and if I use Haze while Blastoise (or whoever) has boosted stats, I lose out as much or even more so than my opponent.
 
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Or instead of using hail to let roserade kill a dragon, just use IceBeam/Blizzard.


Go max speed on roserade, it need assurance when it comes to going first, besides, the defense will make little-no differnce with how fraail it is. on top of that, always go HP before going a defense.
 
Mr. Mime is a Baton Passer to the fullest, I don't want him to have an attack so that way I can pour EVs into it's HP and defenses, and granted Meditate is somewhat useless thanks to my team only having 1 physical attacker on the main, so something like Barrier would probably be more effective.

Meditate is useless. If you really wanted no attacks on Mr. Mime, then go with Barrier, but if Mime's your lead, then you're Taunt-bait, and you're screwed if Mime's your last critter.



Baton Passed with good defenses and a full team lets Weavile take advantage of Metronome, because each hit would be powered up and with a base of 15 per hit, that's 90 total, and increases drastically with every use.

Weavile, even with defensive boosts, is not sturdy enough to leave HP on the table at all. Besides, you have to use the same move in a row with Metronome, I believe. If you weren't planning on switching, you should use a Choice Band, and that's not counting someone bringing in a defensive counter.


The Weather moves are there for Roserade to take advantage of. In case I saw a dragon on the team and Hail from Blastoise is still out, then Roserade can Weather Ball an ice type for 200 damage or more on it, or if it was a fire type then Ball it for a water type for the same damage.

That's a very hairbrained strategy for taking on Dragons. You'd be better off with Ice Beam, which hits every time without weather, on Blastoise. Trust me, you're going to take residual damage with EVERY critter on your team if you have Hail. I think the benefits of removing Stealth Rock, which hurts 1/3 of your team big time, far outweigh having perfect accuracy on one move.
 
Meditate is useless. If you really wanted no attacks on Mr. Mime, then go with Barrier, but if Mime's your lead, then you're Taunt-bait, and you're screwed if Mime's your last critter.

I already mentioned switching Meditate with Barrier, and I don't plan on having Mr. Mime be the last one since he can still stall the opponent. You do have a point about the Taunt, but that's pretty much it.



Weavile, even with defensive boosts, is not sturdy enough to leave HP on the table at all. Besides, you have to use the same move in a row with Metronome, I believe. If you weren't planning on switching, you should use a Choice Band, and that's not counting someone bringing in a defensive counter.

The thing is with Choice Band, I have to switch if I want to take advantage of any other move. Metronome lets me use any move I want, just at the cost of resetting the boost every time. Still, it is debatable as to which one to use considering the strategy at hand.


That's a very hairbrained strategy for taking on Dragons. You'd be better off with Ice Beam, which hits every time without weather, on Blastoise. Trust me, you're going to take residual damage with EVERY critter on your team if you have Hail. I think the benefits of removing Stealth Rock, which hurts 1/3 of your team big time, far outweigh having perfect accuracy on one move.

It ISN'T my strategy, just an option. If Blastoise gets wiped out, as long as there's still Hail going on, Roserade can take advantage of it. If anything, I was thinking about removing Rain Dance for Rapid Spin BECAUSE of Stealth Rock. Due to Blastoise's stats, it's Sp. Atk isn't going to go through the roof, and while Ice Beam will still deal tons of damage, it doesn't guarantee a OHKO. It will leave them injured, but because Dragons resist almost every single one of my types, my only other choice would be my Weavile, and that thing's a glass cannon that would be destroyed before it can hit unless I have Ice Shard. Though, Shard in favor of Punch with either Metronome or Choice Band would have a good amount of power behind it. Not as much as Ice Punch, but it could still deal a good bit of damage.

Go max speed on roserade, it need assurance when it comes to going first, besides, the defense will make little-no differnce with how fraail it is. on top of that, always go HP before going a defense.

True. Roserade is a pseudo-Weavile in the Special attack division. Sadly, it's max speed still isn't good enough to sweep well, meaning it probably isn't going to be hitting first any time soon, but with a Choice Scarf, that may change.

_________________________________________________________________

One thing I was thinking of is to throw in another physical fighter that can double as a wall (preferably one that can learn Bulk Up and Baton Pass). That way, if I throw Meditate onto Mime, I can have two members take advantage of it, rather than just one and another that doesn't utilize it's attack well, or have the other pokemon use Bulk Up and Baton Pass it around and be able to use it itself. Also, wouldn't Shell Bell on Skarmory with Brave Bird help counter the recoil? Granted it doesn't recover all of it, but I'd at least think about half of it.
 
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Bump, I'll bump this up one more time if needed, and then give up after that.
 
This is the bump, THE BUMP TO RULE THEM ALL! :O

Any other advice? I've thought about getting rid of the weather moves and weather ball, and put HP Fire on Roserade.
 
Baton Passed with good defenses and a full team lets Weavile take advantage of Metronome, because each hit would be powered up and with a base of 15 per hit, that's 90 total, and increases drastically with every use. If Metronome increases the base damage by 5, that's possibly a total of 30 damage added every time, meaning it can rival the power of Self-Destruct or even Explosion by the time he croaks.

If I'm wrong, let me know, that very logic is WHY Metronome and Beat-Up are on Weavile.

I'm not sure you understand the mehanics of Beat Up.

Smogon said:
All Pokémon on the user's team that are not fainted and do not have a status condition do a 10 power typeless attack on the target. Beat Up uses base Attack and base Defense for these calculations; EVs, IVs, and Natures are irrelevant. Beat Up hits through Wonder Guard, even if the Pokémon isn't weak to Dark. If the user targets its ally in 2v2, this results in the ally beating itself up if it doesn't have a status condition.

Basically, Beat Up uses the base attack for all pokemon in your party to attack, Stab doesn't count. All of your pokemon except Weavile have poor base attack, so Beat Up isn't going to be achieving much. Beat Up is also 10 BP. Metronome also increases the power of the move by 1.1x every time, which is 1 BP per pokemon.

Basically what I'm saying is use Pursuit.
 
OK, wait. Does Beat Up get a metronome boost for all six hits?

So the first would do 15. The second would do 15 * 1.1, the third would do 15 * 1.2, the fourth would do 15 * 1.3, the fifth would do 15 * 1.4, the sixth would do 15 * 1.5...

So all in all, thats 112.5. More damage than Night Slash even! That and beat up is just totally cool.

EDIT: nvm -_-
 
This was a team that I struck up in my head randomly one day and it seems to have a good amount of potential. NOTE: Don't be a jerk, all I'm asking is an opinion and constructive criticism, not, OMGYOUSUCKLOL.

Mr. Mime
Bold nature
Filter
@Leftovers
-Substitute
-Baton Pass
-Calm Mind
-Meditate
Defensive wall, with its high sp. def it isn't something I'd have to worry about, Calm Mind ups it's defenses and substitute will allow it to power up without worry and Meditate is great for stalling purposes in Sub. mode and when I Baton Pass it to another pokemon, they'll already have maxed defenses and attacking power.

Weavile
Adamant nature
Pressure
@Metronome
-Ice Punch
-Beat Up
-Brick Break
-Punishment/Night Slash
Physical Offense sweeper, Ice Punch gives off STAB and Brick Break takes care of Dark, Ice, and Steel type pokemon, whereas Beat Up + STAB + Metronome can get quite a boost in power, and Punishment for stat-boosting pokemon, or Night Slash for basic STAB attack when Beat Up looses effectiveness.

Roserade
Modest nature
Natural Cure
@Black Sludge
-Sludge Bomb
-Extrasensory
-Energy Ball
-Weather Ball
In all honesty, I'm not sure what ability Roserade should use. On one hand, with Natural Cure, it's free from being afflicted with a status and with a simple switch causes this to happen. On the other hand, there's Poison Point which causes poison should it get with a physical attack and if it faints and leaves a poison status, it gets in the last laugh before biting the dust. The con to each is that most moves that have status inflictions are also super effective against Roserade, barring paralysis and poison, due to Grass types resisting electric moves and the move accompanying paralyze more than likely to not hit as hard, and also because poison types can't be poisoned. With Poison Point though, it can't take physical hits well in the first place so it's at a disadvantage with leaving only poison and then leaving after one or two hits, and if it doesn't kick in, it's no good.

All in all, it's the Special Attack offensive user and can hit hard in many regards. Weather Ball takes advantage of any weather inducing moves that I or my opponent use and also hits for technically 4 different types; Fire, Water, Ice, and Rock. I'm debating on getting rid of Extrasensory, however, and putting on Synthesis or Rest, depending on what ability I have on Roserade. Energy Ball and Sludge Bomb are there for STAB and the decent coverage they have.

Blastoise
Modest
Torrent
@Ice Plate
-Hail
-Blizzard
-Hydro Pump
-Rain Dance
Primarily to set up for Roserade's Weather Ball, Blizzard and Hydro Pump do take advantage of the weather moves; Blizzard becomes unavoidable, and Hydro Pump deals even more damage

Magmortar
Modest
Flame Body
@Grass Plate
-Sunny Day
-Solar Beam
-Fire Blast/Flamethrower
-Thunderbolt
Overall a good special user with the ability to set up a Sunny Day for either a Fire-type'd Weather Ball or a powered up Solar Beam.

Skarmory
Adamant
Keen Eye
@Power Herb/sky plate
-Spikes
-Stealth Rock
-Whirlwind
-Sky Attack/Brave Bird
Typical Skarmory set, but it works for it's purpose. I figured it could help out a lot when the battle nears the end and Weavile and Roserade or Magmortar are taken out to either stall or go for the win.

Your lead does not work at all, not with how common Taunt leads are now, and even other setup pokemon (which are faster than mr mime) can beat it. Not to mention that leads often pack Dark moves.

Now on to the fun part. Weavile. Are you aware how weak Beat Up would be, with Weavile being the ONLY pokemon on your team with even CONSIDERABLE amount of attack? (Also a hint towards unbalance and blissey wallability) Night slash would beat its damage any time with your current setup, and no, metronome does not work with a single Beat Up because each individual hit is still the same single attack. Weavile wont be long out in any case, so life orb is always a better choice than metronome. You'd be able to use a CB on it if your team weren't too dependent on it.

On Roserade, Weather Ball is only dead weight without Sunny Day.What's the use of a move that's entirely dependent on the opponent's weather? If they're using sandstorm, what makes you think they wont be using pokemon that resist rock-type attacks anyways?

For Blastoise... Okay, your blastoise just plain sucks. Blastoise isn't powerful enough to take advantage of setup weather, and Roserade isn't powerful OR bulky enough to have those setups used for it. Also, if you use it once, they will know exactly what to do before you do it again, if it even survives that long. Especially since no matter what you do, any given steel type walls both blastoise and roserade.

Magmortar. It sucks for the same reasons as Roserade. Also, either weather left over from Blastoise hinders it. Also, the move combination is walled by dragons. Dragons that are faster than Magmortar and usually carry EQ.

Skarmory seems out of place and doesn't fit the role your team would seem to use (A sandstorm user to further decrease the odds of your winning) Instead, it's a spikes user to further decrease the odds of your winning. Skarmory would be lucky to pull off a stealth rocks and then switch out since the rest of your team puts the opponents at an offensive already.

Overall, I say you should scrap it completely and start anew. There's no use trying to fix this team, it's horribly out of synch and breaks apart after the slightest dent.
 
I'm not sure you understand the mehanics of Beat Up.



Basically, Beat Up uses the base attack for all pokemon in your party to attack, Stab doesn't count. All of your pokemon except Weavile have poor base attack, so Beat Up isn't going to be achieving much. Beat Up is also 10 BP. Metronome also increases the power of the move by 1.1x every time, which is 1 BP per pokemon.

Basically what I'm saying is use Pursuit.

Crap o_o; I was hoping that Beat-Up just took Weavile's attack into account, not everyone else's.

Oh well, it was a theory worth trying out =P Can't blame me for thinking that too.

Your lead does not work at all, not with how common Taunt leads are now, and even other setup pokemon (which are faster than mr mime) can beat it. Not to mention that leads often pack Dark moves.

I ended up figuring that out awhile ago. I posted this on Friendcodes.com and several posts brought up that point. I was thinking either a really powerful psychic pokemon, or a really fast one with Taunt on it. The only possible one that I can think of isn't one I'm too keen on using since I think it's uber, and while others argue it isn't, it's apparently on the watch-list for placing into the uber catagory.

Now on to the fun part. Weavile. Are you aware how weak Beat Up would be, with Weavile being the ONLY pokemon on your team with even CONSIDERABLE amount of attack? (Also a hint towards unbalance and blissey wallability) Night slash would beat its damage any time with your current setup, and no, metronome does not work with a single Beat Up because each individual hit is still the same single attack. Weavile wont be long out in any case, so life orb is always a better choice than metronome. You'd be able to use a CB on it if your team weren't too dependent on it.

Couple posts above showed the flaws of the strategy, so Night Slash is taking over Beat Up, and either Choice Band or Life Orb instead of Metronome. I wasn't counting on Beat Up going up per hit, I was hoping the boost would apply to each hit, effectively making the damage even greater than what I had imagined and topping Night Slash with ease. Sadly, this idea has failed me, thus it's back to the drawing board for it.

On Roserade, Weather Ball is only dead weight without Sunny Day.What's the use of a move that's entirely dependent on the opponent's weather? If they're using sandstorm, what makes you think they wont be using pokemon that resist rock-type attacks anyways?

After awhile, that was another point some people brought up on FC. I decided to get rid of Weather Ball in favor of a different move (I was recommended HP Fire, but getting the Fire Type with 70 power and the right nature is pretty hard). Because I was getting rid of Weather Ball that lead me to changing the next one...

For Blastoise... Okay, your blastoise just plain sucks. Blastoise isn't powerful enough to take advantage of setup weather, and Roserade isn't powerful OR bulky enough to have those setups used for it. Also, if you use it once, they will know exactly what to do before you do it again, if it even survives that long. Especially since no matter what you do, any given steel type walls both blastoise and roserade.

Since Weather Ball is no more, I have little use for Hail or Rain Dance, and because Blizzard has crap accuracy without Hail, I was going to change that with Ice Beam, and in place of Rain Dance, Rapid Spin, and as for Hail...well, I haven't thought up of a move to change it.

Magmortar. It sucks for the same reasons as Roserade. Also, either weather left over from Blastoise hinders it. Also, the move combination is walled by dragons. Dragons that are faster than Magmortar and usually carry EQ.

I figured having two physical fighters would be better (at the very least have two), so I was either going to change Blastoise or Magmortar for a physical attacking equivalent. For Blastoise, it was Gyrados, running with (and this is off the top of my head) EQ, Dragon Dance, Ice Fang, and either Aqua tail or Thunder Fang (again, off the top of my head so if it doesn't learn Thunder Fang, my bad). As for Magmortar, I was probably going to run with a physical Infernape on with Flare Blitz/Blaze Kick (the recoil is what's going to hurt him the most), Close Combat, and the other two I'm not sure what (though, Aerial Ace, Shadow Claw, Mach Punch, U-Turn, Gunk Shot, Poison Jab, and Earthquake are potential candidates depending on what item I give it). If Blaze Kick and Gunk Shot are on there, then I'll have Wide Lens; Life Orb if Earthquake and Mach Punch are there, and a couple of other small combinations.

Skarmory seems out of place and doesn't fit the role your team would seem to use (A sandstorm user to further decrease the odds of your winning) Instead, it's a spikes user to further decrease the odds of your winning. Skarmory would be lucky to pull off a stealth rocks and then switch out since the rest of your team puts the opponents at an offensive already.

I just figured the typical Skarmory set that most people have would be pretty good. Though, I'm thinking if I change my lead so that it has Taunt and Stealth Rock, by the time Skarmory shows up, I can just Whirlwind them around so they take damage.

Overall, I say you should scrap it completely and start anew. There's no use trying to fix this team, it's horribly out of synch and breaks apart after the slightest dent.

I figured once I got a couple more suggestions, I was going to make a new thread with all of the new additions. It's taking awhile, but it does seem to have potential with the right strategy and power behind it.
 
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