> The "Please Help Me I Forget How To Fight Competitively" Team
Introduction
So I'm getting back into the competitive scene after a few years and I decided to fiddle around with some Pokemon. I'd appreciate any advice and changes I could make to make this team better, thank you!
Teambuilding Process
My favorite thing is to throw some random pokemon together in a tier and try to make a decent team out of them. I haven't used Mega Lopunny competitively and decided to make a team with her and some other decent attackers and walls/stallers.
The Team
Skarmory (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Toxic
- Spikes
- Defog
I've always used Skarmory and to me, it's a great setter for a nasty spikes/toxic combo. A hazard support Skarmory makes use of it's high HP and DEF, hopefully being able to stall what comes it's way. Roost is to bring back that high HP if it goes down and Defog is used to get rid of hazards and to bring the opponents evasiveness down, letting my other members hit hard or stall.
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Foul Play
- Knock Off
- Recover
Ah yes, an incredible typing for an incredible typing. Sableye is one of my favorite pokemon utility wise and Prankster let's it do that. Prankster will let Will-O-Wisp go first. I picked both Foul Play and Knock Off for two reasons. Foul Play can give heavy hitters a taste of their own medicine by using the opponents attack stat, while Knock Off takes off the opponents item and lets Sableye do some damage, especially towards Mega Alakazam. Once evolved into Mega Sableye, its ability Magic Bounce makes it perfect to bring out against other hazard setters. Recover is just to bring it's HP back up if it gets to low for my liking from pokemon that may be a hazard to it.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Toxic
- Seismic Toss
A pretty basic setup for one of the best walls in the OU tier. Seismic Toss is to make sure that she can defend herself, plus it'll always do 100 HP of damage which is pretty nice. Not only is this her best attacking move but it can do damage on any pokemon and disregards all typings but ghost. Soft-Boiled is a reliable way to heal and Heal Bell helps heal other team members that don't have the time to be affected by status moves. Since I already have Skarmory for Steal Rocks, Chansey runs Toxic since you can never have too many Toxic users.
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Scald
- Secret Sword
RIP Greninja. I've personally always liked Keldeo more. It's special attack and speed let it run a decent Calm Mind set to boost that special attack higher. Secret Sword is a must have and can help take out any normal or steel walls that I may run into. Hydro Pump and Scald are powerful water type moves, plus Scald has a chance to burn.
Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Ice Fang
- Iron Head
- Fire Fang
A fantastic wall breaker. She can use Iron Head to take out pesky fairy types that Lopunny and Keldeo would have trouble with. Play rough is a nice neutral cover and will hit hard with Huge Power. Ice and Fire Fang are used to hit types like grass, flying, and ground (which she could not deal with). Her HP will make sure she can stay in for a few rounds if she get's hit with a Will-O-Wisp from a wall she's trying to break down. There's not too much to this set honestly, I'd say it's a pretty basic attacker and staller.
Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power Up Punch
- Ice Punch
To be a bit gushy for a moment, Lopunny has always been one of my favorite pokemon. Now that it has a mega, I'm so excited to use it in it's true power. With decent power and speed, it's one of the fastest pokemon in the OU game and I've always preferred speedy pokemon. Return is to make use of that maxed out friendship. High Jump Kick is a simple fighting move to use on threats like Heatran to avoid them sweeping my team or Ferrothorn to stop it from setting up. Power Up Punch boosts her already crazy-high attack and once I get one in I can take down opponents a bit easier. With Ice Punch, it can take down opponents like Landorus-T and hazards to her like Zapdos and other flying types.
Conclusion
I don't have too much to say quite frankly, I did a bit of research before this and I threw some pokemon together that I thought would work well together. Obviously I know there are flaws and this is by no means a perfect team, but I will gladly take any recommendations for better pokemon and the like! ^^
Introduction
So I'm getting back into the competitive scene after a few years and I decided to fiddle around with some Pokemon. I'd appreciate any advice and changes I could make to make this team better, thank you!
Teambuilding Process
My favorite thing is to throw some random pokemon together in a tier and try to make a decent team out of them. I haven't used Mega Lopunny competitively and decided to make a team with her and some other decent attackers and walls/stallers.
The Team
Skarmory (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Toxic
- Spikes
- Defog
I've always used Skarmory and to me, it's a great setter for a nasty spikes/toxic combo. A hazard support Skarmory makes use of it's high HP and DEF, hopefully being able to stall what comes it's way. Roost is to bring back that high HP if it goes down and Defog is used to get rid of hazards and to bring the opponents evasiveness down, letting my other members hit hard or stall.
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Foul Play
- Knock Off
- Recover
Ah yes, an incredible typing for an incredible typing. Sableye is one of my favorite pokemon utility wise and Prankster let's it do that. Prankster will let Will-O-Wisp go first. I picked both Foul Play and Knock Off for two reasons. Foul Play can give heavy hitters a taste of their own medicine by using the opponents attack stat, while Knock Off takes off the opponents item and lets Sableye do some damage, especially towards Mega Alakazam. Once evolved into Mega Sableye, its ability Magic Bounce makes it perfect to bring out against other hazard setters. Recover is just to bring it's HP back up if it gets to low for my liking from pokemon that may be a hazard to it.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Toxic
- Seismic Toss
A pretty basic setup for one of the best walls in the OU tier. Seismic Toss is to make sure that she can defend herself, plus it'll always do 100 HP of damage which is pretty nice. Not only is this her best attacking move but it can do damage on any pokemon and disregards all typings but ghost. Soft-Boiled is a reliable way to heal and Heal Bell helps heal other team members that don't have the time to be affected by status moves. Since I already have Skarmory for Steal Rocks, Chansey runs Toxic since you can never have too many Toxic users.
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Scald
- Secret Sword
RIP Greninja. I've personally always liked Keldeo more. It's special attack and speed let it run a decent Calm Mind set to boost that special attack higher. Secret Sword is a must have and can help take out any normal or steel walls that I may run into. Hydro Pump and Scald are powerful water type moves, plus Scald has a chance to burn.
Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Ice Fang
- Iron Head
- Fire Fang
A fantastic wall breaker. She can use Iron Head to take out pesky fairy types that Lopunny and Keldeo would have trouble with. Play rough is a nice neutral cover and will hit hard with Huge Power. Ice and Fire Fang are used to hit types like grass, flying, and ground (which she could not deal with). Her HP will make sure she can stay in for a few rounds if she get's hit with a Will-O-Wisp from a wall she's trying to break down. There's not too much to this set honestly, I'd say it's a pretty basic attacker and staller.
Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power Up Punch
- Ice Punch
To be a bit gushy for a moment, Lopunny has always been one of my favorite pokemon. Now that it has a mega, I'm so excited to use it in it's true power. With decent power and speed, it's one of the fastest pokemon in the OU game and I've always preferred speedy pokemon. Return is to make use of that maxed out friendship. High Jump Kick is a simple fighting move to use on threats like Heatran to avoid them sweeping my team or Ferrothorn to stop it from setting up. Power Up Punch boosts her already crazy-high attack and once I get one in I can take down opponents a bit easier. With Ice Punch, it can take down opponents like Landorus-T and hazards to her like Zapdos and other flying types.
Conclusion
I don't have too much to say quite frankly, I did a bit of research before this and I threw some pokemon together that I thought would work well together. Obviously I know there are flaws and this is by no means a perfect team, but I will gladly take any recommendations for better pokemon and the like! ^^
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