Magnezone (Modest) @ Zap Plate
Ability: Magnet Pull
252 SAtk / 100 Def / 100 SDef / 58 Spd
- ThunderBolt
- Thunder Wave
- Flash Cannon
- Undecided (Currently Lock On as I have thunder in place of thunderbolt atm)
Mostly based on my SS Magnezone which seems pretty good at both taking and dealing hits.
Mamoswine (Adamant) @ Expert Belt
Ability: Snow Cloak
252 Atk / 252 Spd / 4 Def
- Ice Shard
- Superpower
- Earthquake
- Undecided (currently AncientPower)
Mostly taken from the 4th Gen POTW version, but no Stone Edge as Machamp has it.
Machamp (Adamant) @ Black Belt
Ability: No Guard
252 Atk / 252 Spd / 4 SDef
- DynamicPunch
- Bullet Punch
- Stone Edge
- Ice Punch
Copy/Paste from POTW again (5th this time). Ice Punch as among my RL friends, most of them have either Dragonite or Salamence, so I will definitely be dealing with one of those.
Ferrothorn (Relaxed) @ Quick Claw
Ability: Iron Barbs
252 Def / 252 SDef / 4 Atk
- Power Whip
- Iron Defense
- Payback
- Undecided (Currently Metal Claw)
Relatively defensive. Also a dark move so I have something to use against Psychic types other than the relatively fragile Chandelure.
Swampert (Relaxed) @ Mystic Water
Ability: Torrent
252 HP / 196 Def / 60 SAtk
- Earthquake
- Stealth Rock
- Ice Beam
- Surf
Another POTW based pokemon. Chosen because I needed a water type and I've always liked Swampert.
Chandelure (Modest) @ Charcoal
Ability: Flash Fire or Shadow Tag
252 SAtk / 252 Spd / 4 SDef
- Inferno
- Will O' Wisp
- Hex
- Psychic
I'll admit it, Chandelure was chosen because I like the look of it. Will O' Wisp and Hex because I've found that combination useful in the story playthrough, Inferno for a relatively powerful fire move, and Psychic because I need to counter Fighting types somewhere on my team.
This is my first team that I'm planning out, rather than just assembling through the story. I'm still not sure on the final move for some team members, and any suggestions would be appreciated.
Ability: Magnet Pull
252 SAtk / 100 Def / 100 SDef / 58 Spd
- ThunderBolt
- Thunder Wave
- Flash Cannon
- Undecided (Currently Lock On as I have thunder in place of thunderbolt atm)
Mostly based on my SS Magnezone which seems pretty good at both taking and dealing hits.
Mamoswine (Adamant) @ Expert Belt
Ability: Snow Cloak
252 Atk / 252 Spd / 4 Def
- Ice Shard
- Superpower
- Earthquake
- Undecided (currently AncientPower)
Mostly taken from the 4th Gen POTW version, but no Stone Edge as Machamp has it.
Machamp (Adamant) @ Black Belt
Ability: No Guard
252 Atk / 252 Spd / 4 SDef
- DynamicPunch
- Bullet Punch
- Stone Edge
- Ice Punch
Copy/Paste from POTW again (5th this time). Ice Punch as among my RL friends, most of them have either Dragonite or Salamence, so I will definitely be dealing with one of those.
Ferrothorn (Relaxed) @ Quick Claw
Ability: Iron Barbs
252 Def / 252 SDef / 4 Atk
- Power Whip
- Iron Defense
- Payback
- Undecided (Currently Metal Claw)
Relatively defensive. Also a dark move so I have something to use against Psychic types other than the relatively fragile Chandelure.
Swampert (Relaxed) @ Mystic Water
Ability: Torrent
252 HP / 196 Def / 60 SAtk
- Earthquake
- Stealth Rock
- Ice Beam
- Surf
Another POTW based pokemon. Chosen because I needed a water type and I've always liked Swampert.
Chandelure (Modest) @ Charcoal
Ability: Flash Fire or Shadow Tag
252 SAtk / 252 Spd / 4 SDef
- Inferno
- Will O' Wisp
- Hex
- Psychic
I'll admit it, Chandelure was chosen because I like the look of it. Will O' Wisp and Hex because I've found that combination useful in the story playthrough, Inferno for a relatively powerful fire move, and Psychic because I need to counter Fighting types somewhere on my team.
This is my first team that I'm planning out, rather than just assembling through the story. I'm still not sure on the final move for some team members, and any suggestions would be appreciated.
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