Swampert @ Leftovers Weaknesses - Grass
Ability: Torrent
Nature: Relaxed
Evs 252 Hp / 252 Def / 4 Spe
- Stealth Rock (Spikes)
- Earthquake (Ground)
- Ice Beam (Ice)
- Roar (Utility)
Swampert serves as this teams lead. His type coverage is fairly versatile and the only real weakness he has is grass. He stands strong against the majority of popular leads such as Tyranitar, Metagross, Jirachi, Infernape, etc. He naturally has a good defense and a decent attack so it seemed foolish not to pick him. Stealth Rock: is a staple choice in any solid lead so this move didn't really require to much thought. Earthquake: is an amazing STAB and that 100% accuracy made it to tempting to pass up. Ice Beam: was placed to compensate for the Pokmeon that couldn't be hit by Earthquake and have brought down quite a few Azelfs with it. Roar: is here as a scouting tool the plan is lay down Stealth Rock and either Roar them if there a bother or Earthquake / Icebeam if there not.
Scizor @ Choice Band Weaknesses - Fire
Ability: Technician
Nature: Adamant
Evs 252 Att / 252 Hp / 4 Spe
- U-Turn (Bug)
- Pursuit (Dark)
- Bullet Punch (Steel)
- Super Power (Fighting)
Scizor serves as this teams Revenge Killer. Scizor is just an amazing Pokemon is almost every aspect, he only suffers from one weakness (Fire) and when combined with Technician and Choice band he becomes nothing short of a monster when sweeping. U-Turn: was chosen for scouting my enemys Scizor counter, it allows for me to not only do a nice chunk of damage but get my counter out there as well to cleanly sweep any threats posed to Scizor. Pursuit: is for psychics and ghost types like Gengar and Azelf and helps prevent them from switching out. Bullet Punch: is a staple due to it being a STAB and a priority move and helps clean out things fairly easy. Super Power: is here incase I run into a Tyranitar or a magnezone which tend to be a common switch against Scizor.
Starmie @ Life Orb Weaknesses - Electric, Grass, Dark, Ghost, and Bug
Ability: Natural Cure
Nature: Timid
Evs 252 SpA / 252 Spe / 4 Hp
- Hydro Pump (Water)
- Thunderbolt (Electric)
- Ice Beam (Ice)
- Rapid Spin (Normal)
Starmie serves as this teams Special Sweeper. Amazing Speed and Special Attack, it covers a extremely decent amount of types (Water, Electric, and Ice) and has synergy with the next sweeper you will read about (Lucario) and covers my Scizor when I encounter a fire type. Hydro Pump: is a monster STAB and will help me clear up any counters and/or Spinblockers. Thunderbolt: is 100% accurate with good damage so I decided to use this for the type coverage to keep water types and flying types off my Lucario. Ice Beam: is there to protect Starmie from Grass types. Rapid Spin: is to clear the field of Spikes, Bind, Wrap, Etc.
Lucario @ Life Orb Weaknesses - Fire, Fight, Ground
Ability: Inner Focus
Nature: Adamant
Evs 252 Att / 252 Spe / 4 Hp
- Sword Dance (Utility)
- Close Combat (Fighting)
- Extremespeed (Normal)
- Earthquake (Ground)
Lucario serves as this teams Physical Sweeper. Well I placed Lucario in here as an end game sweeper. He has a naturally high Attack and Speed so I decided to roll with it. His weaknesses can be covered by Swampert and Starmie . Sword Dance: once used makes him into a formidable end game sweeper and that paired with a wide range of moves can be fatal end game. Close Combat: is his monster STAB. Extremespeed: is amazing it's a nice way to clean up lower Pokemon. Earthquake: has great damage not to mention covers his Fire weakness.
Infernape @ Life Orb Weaknesses - Water, Ground, and Psychic
Ability: Blaze
Nature: Hasty
Evs 252 Att / 64 SpA / 192 Spe
- Close Combat (Fighting)
- Grassknot (Grass)
- Stone Edge (Rock)
- Overheat (Fire)
Infernape serves as this teams Mixed Sweeper. Good synergy with Lucario, Starmie, and Swampert able to switch in and quickly clean up there counters. Close Combat: is here because it's an op STAB. Grassknot: combined with the SpA can clean up annoying walls like Swampert and Vaporeon. Stone Edge: is for diversity and coverage. Overheat: is to take down people that would bother my Swampert or Starmie and it just does amazing damage.
Blissey @ Leftovers Weaknesses - Fighting
Ability: Natural Cure
Nature: Bold
Evs: 252 Hp / 252 Spec Def / 4 Def
- Wish (Utility)
- Seismic Toss (Normal)
- Protect (Utility)
- Toxic (Poison)
Blissey serves as this teams Special Wall. Well unfair Hit Points and Special Defense not to mention a great move-set so went with Blissey. Wish: is to heal teammates and Blissey to ensure the vital Pokemon are kept alive and that Blissey can survive longer and let Toxic do its magic. Seismic Toss: is to poke while defending. Protect: to stall for heal and poison. Toxic: to chip away at opponents health while stalling with Blissey.
Electric: 1 These are the types that are strong against my Pokemon.
Grass: 2 the numbers represent how many Pokemon the following
Dark: 1 weaknesses affect.
Ghost: 1
Bug: 1
Fire: 2
Fight: 2
Ground: 2
Water: 1
Psychic: 1
Please tell me your thoughts and opinions on my team. Tips and improvements are not only wanted but appreciated.
Ability: Torrent
Nature: Relaxed
Evs 252 Hp / 252 Def / 4 Spe
- Stealth Rock (Spikes)
- Earthquake (Ground)
- Ice Beam (Ice)
- Roar (Utility)
Swampert serves as this teams lead. His type coverage is fairly versatile and the only real weakness he has is grass. He stands strong against the majority of popular leads such as Tyranitar, Metagross, Jirachi, Infernape, etc. He naturally has a good defense and a decent attack so it seemed foolish not to pick him. Stealth Rock: is a staple choice in any solid lead so this move didn't really require to much thought. Earthquake: is an amazing STAB and that 100% accuracy made it to tempting to pass up. Ice Beam: was placed to compensate for the Pokmeon that couldn't be hit by Earthquake and have brought down quite a few Azelfs with it. Roar: is here as a scouting tool the plan is lay down Stealth Rock and either Roar them if there a bother or Earthquake / Icebeam if there not.
Scizor @ Choice Band Weaknesses - Fire
Ability: Technician
Nature: Adamant
Evs 252 Att / 252 Hp / 4 Spe
- U-Turn (Bug)
- Pursuit (Dark)
- Bullet Punch (Steel)
- Super Power (Fighting)
Scizor serves as this teams Revenge Killer. Scizor is just an amazing Pokemon is almost every aspect, he only suffers from one weakness (Fire) and when combined with Technician and Choice band he becomes nothing short of a monster when sweeping. U-Turn: was chosen for scouting my enemys Scizor counter, it allows for me to not only do a nice chunk of damage but get my counter out there as well to cleanly sweep any threats posed to Scizor. Pursuit: is for psychics and ghost types like Gengar and Azelf and helps prevent them from switching out. Bullet Punch: is a staple due to it being a STAB and a priority move and helps clean out things fairly easy. Super Power: is here incase I run into a Tyranitar or a magnezone which tend to be a common switch against Scizor.
Starmie @ Life Orb Weaknesses - Electric, Grass, Dark, Ghost, and Bug
Ability: Natural Cure
Nature: Timid
Evs 252 SpA / 252 Spe / 4 Hp
- Hydro Pump (Water)
- Thunderbolt (Electric)
- Ice Beam (Ice)
- Rapid Spin (Normal)
Starmie serves as this teams Special Sweeper. Amazing Speed and Special Attack, it covers a extremely decent amount of types (Water, Electric, and Ice) and has synergy with the next sweeper you will read about (Lucario) and covers my Scizor when I encounter a fire type. Hydro Pump: is a monster STAB and will help me clear up any counters and/or Spinblockers. Thunderbolt: is 100% accurate with good damage so I decided to use this for the type coverage to keep water types and flying types off my Lucario. Ice Beam: is there to protect Starmie from Grass types. Rapid Spin: is to clear the field of Spikes, Bind, Wrap, Etc.
Lucario @ Life Orb Weaknesses - Fire, Fight, Ground
Ability: Inner Focus
Nature: Adamant
Evs 252 Att / 252 Spe / 4 Hp
- Sword Dance (Utility)
- Close Combat (Fighting)
- Extremespeed (Normal)
- Earthquake (Ground)
Lucario serves as this teams Physical Sweeper. Well I placed Lucario in here as an end game sweeper. He has a naturally high Attack and Speed so I decided to roll with it. His weaknesses can be covered by Swampert and Starmie . Sword Dance: once used makes him into a formidable end game sweeper and that paired with a wide range of moves can be fatal end game. Close Combat: is his monster STAB. Extremespeed: is amazing it's a nice way to clean up lower Pokemon. Earthquake: has great damage not to mention covers his Fire weakness.
Infernape @ Life Orb Weaknesses - Water, Ground, and Psychic
Ability: Blaze
Nature: Hasty
Evs 252 Att / 64 SpA / 192 Spe
- Close Combat (Fighting)
- Grassknot (Grass)
- Stone Edge (Rock)
- Overheat (Fire)
Infernape serves as this teams Mixed Sweeper. Good synergy with Lucario, Starmie, and Swampert able to switch in and quickly clean up there counters. Close Combat: is here because it's an op STAB. Grassknot: combined with the SpA can clean up annoying walls like Swampert and Vaporeon. Stone Edge: is for diversity and coverage. Overheat: is to take down people that would bother my Swampert or Starmie and it just does amazing damage.
Blissey @ Leftovers Weaknesses - Fighting
Ability: Natural Cure
Nature: Bold
Evs: 252 Hp / 252 Spec Def / 4 Def
- Wish (Utility)
- Seismic Toss (Normal)
- Protect (Utility)
- Toxic (Poison)
Blissey serves as this teams Special Wall. Well unfair Hit Points and Special Defense not to mention a great move-set so went with Blissey. Wish: is to heal teammates and Blissey to ensure the vital Pokemon are kept alive and that Blissey can survive longer and let Toxic do its magic. Seismic Toss: is to poke while defending. Protect: to stall for heal and poison. Toxic: to chip away at opponents health while stalling with Blissey.
Electric: 1 These are the types that are strong against my Pokemon.
Grass: 2 the numbers represent how many Pokemon the following
Dark: 1 weaknesses affect.
Ghost: 1
Bug: 1
Fire: 2
Fight: 2
Ground: 2
Water: 1
Psychic: 1
Please tell me your thoughts and opinions on my team. Tips and improvements are not only wanted but appreciated.