Hello, the team i have been using lately is balanced. It seems to have at least a decent match-up vs most teams, aside from borderline cheesy builds. I have been struggling with a couple of choices, mainly mainly my options versus stall and would like to hear an opinion on tweaks.
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Ice Punch
- Stone Edge
- U-turn
Scarfed primeape is my revenged killer of choice. Maximum attack and speed ensures i can go first, u-turning out to a better matchup. It can ohko and outspeed shell smash omastar which seems to be common at lower ranks. Close combat is its hardest hitting move and should be used to KO after coming in safely. Stone-edge is used to beat and predict flying switch ins, able to ohko some of them, like articuno. Ice punch is for coverage, hitting grass types. It is sometimes used as a lead, u-turning out turn one.
Mudsdale @ Rocky Helmet
Ability: Stamina
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Protect
Defensive tank, stealth rock setter and volturn stopper all in one. Is ofter brought out soon to set up stealth rock and versus physical attackers. Is a great switch versus u-turning scyther and primeape to a lesser extent, damaging them with rocky helmet. After switching into good matchup, has options to either toxic or stealth rock to get ahead. Earthquake is it's only damaging move, and can hit fairly hard due to mudsdale's nice natural attack. Protect is used to scout out moves and stall with toxic.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 180 Def / 76 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Shadow Ball
- Recover
Main Special wall. Jellicent is used as a check to threats mudsdale fears, aside from grass types. Scald and toxic are used to beat walls and attackers on the switch. Recover is used for toxic stalling.With 180 Def IV's, It can switch into thunderpunching hitmonchan and wall it with recover and leftovers. Hitmonchan can beat it with hazard support when switching directly into thunderpunch. With this split i can block the common hitmonchan from rapid spinning away stealth rocks. Shadow ball is a coverage move, which im actively replacing in and out of this set and experimenting with.
Rotom-Frost @ Icium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Defog
- Pain Split
Rotom is often one of my most useful team members. It does so many roles. It can switch into grass types that my mudsdale jellicent defensive core cant beat and threaten to kill them in return. It is alsu the second part of the voltturn core with primeape. It also has a one time icium z nuke for tougher opponents i really need to get rid of. It is my only form of hazard control on the team. Pain split is used when switchins aren't hurt by it's electric/ice stabs to regain health and slightly damage healthy opponents.
Guzzlord @ Choice Specs
Ability: Beast Boost
EVs: 136 Def / 252 SpA / 120 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Knock Off
Guzzlord is a wallbreaker on the team. It is used early to drop draco meteors on the enemy and get of damage for my primeape and rotom to then clean up after. 136Def is used as recommended by smogon, to survive alolan sandslash better. Dark pulse is it's secondary stab move and is used to beat slower switch in's by flinching and double stab dark pulse, because it doesn't drop special attack like draco meteor. Fire blast is used to destroy steel types that can easily eat it's other moves. Knock of is used last, when opponent's switch ins are not hurt by either of it's moves much, to at least provide some utility. I often play around with guzlord's EV's, putting some of it's speed IVS into health or spDef, even attack.
Mesprit @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Calm Mind
- Psyshock
- Healing Wish
My last team meber is a setup sweeper. It can be brought in to clean up after a calm mind or two, and use dazzling gleam to destroy some of it's dark type checks that want to pursuit trap it. Psyshock is used to beat some of the special walls, after a boost of two. Finally, healing wish is often used if mesprit isn't needed late to heal up guzlord, primeape or rotom.
Threats and weaknesses:
Defensive eviolite clefairy. -> I have had games where it could come in on most of my team and toxic stall them. A smart opponent can switch out of guzzlord's knock of and keep it's eviloite and bulk. My two walls that rely on toxic can't stall it, because of it's ability.
No taunt or encore user -> I sometimes miss a taunt user to stop leads and setup sweepers or some walls like clefairy. I can't steem to fit them on my team.
Grass switch-ins. -> My grass switch in's are terrible. Primeape can't ohko victreebell or roselia for example. Rotom is the only one that can beat them, but is often overloaded with tasks such as volturn chipping, defogging and beating flyers. I have been thinking lately about switching guzzlord out for sap sipper drampa as a wallbreaker.
No priority -> A single move that could revenge kill boosted opponents is often missed.
Thoughts:
I like the position of jellicent, mudsdale, primeape and rotom. The last two members seem to be replacable. I often can't find opprtunities to setup with mesprit and it seems to not do that much. Rotom is often overloaded with things it must do and is chipped and KOed.
Team seems to function OK, but needs some tuning to be good.
Thank you for reading and thank you for help in advance.
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Ice Punch
- Stone Edge
- U-turn
Scarfed primeape is my revenged killer of choice. Maximum attack and speed ensures i can go first, u-turning out to a better matchup. It can ohko and outspeed shell smash omastar which seems to be common at lower ranks. Close combat is its hardest hitting move and should be used to KO after coming in safely. Stone-edge is used to beat and predict flying switch ins, able to ohko some of them, like articuno. Ice punch is for coverage, hitting grass types. It is sometimes used as a lead, u-turning out turn one.
Mudsdale @ Rocky Helmet
Ability: Stamina
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Protect
Defensive tank, stealth rock setter and volturn stopper all in one. Is ofter brought out soon to set up stealth rock and versus physical attackers. Is a great switch versus u-turning scyther and primeape to a lesser extent, damaging them with rocky helmet. After switching into good matchup, has options to either toxic or stealth rock to get ahead. Earthquake is it's only damaging move, and can hit fairly hard due to mudsdale's nice natural attack. Protect is used to scout out moves and stall with toxic.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 180 Def / 76 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Shadow Ball
- Recover
Main Special wall. Jellicent is used as a check to threats mudsdale fears, aside from grass types. Scald and toxic are used to beat walls and attackers on the switch. Recover is used for toxic stalling.With 180 Def IV's, It can switch into thunderpunching hitmonchan and wall it with recover and leftovers. Hitmonchan can beat it with hazard support when switching directly into thunderpunch. With this split i can block the common hitmonchan from rapid spinning away stealth rocks. Shadow ball is a coverage move, which im actively replacing in and out of this set and experimenting with.
Rotom-Frost @ Icium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Defog
- Pain Split
Rotom is often one of my most useful team members. It does so many roles. It can switch into grass types that my mudsdale jellicent defensive core cant beat and threaten to kill them in return. It is alsu the second part of the voltturn core with primeape. It also has a one time icium z nuke for tougher opponents i really need to get rid of. It is my only form of hazard control on the team. Pain split is used when switchins aren't hurt by it's electric/ice stabs to regain health and slightly damage healthy opponents.
Guzzlord @ Choice Specs
Ability: Beast Boost
EVs: 136 Def / 252 SpA / 120 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Knock Off
Guzzlord is a wallbreaker on the team. It is used early to drop draco meteors on the enemy and get of damage for my primeape and rotom to then clean up after. 136Def is used as recommended by smogon, to survive alolan sandslash better. Dark pulse is it's secondary stab move and is used to beat slower switch in's by flinching and double stab dark pulse, because it doesn't drop special attack like draco meteor. Fire blast is used to destroy steel types that can easily eat it's other moves. Knock of is used last, when opponent's switch ins are not hurt by either of it's moves much, to at least provide some utility. I often play around with guzlord's EV's, putting some of it's speed IVS into health or spDef, even attack.
Mesprit @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Calm Mind
- Psyshock
- Healing Wish
My last team meber is a setup sweeper. It can be brought in to clean up after a calm mind or two, and use dazzling gleam to destroy some of it's dark type checks that want to pursuit trap it. Psyshock is used to beat some of the special walls, after a boost of two. Finally, healing wish is often used if mesprit isn't needed late to heal up guzlord, primeape or rotom.
Threats and weaknesses:
Defensive eviolite clefairy. -> I have had games where it could come in on most of my team and toxic stall them. A smart opponent can switch out of guzzlord's knock of and keep it's eviloite and bulk. My two walls that rely on toxic can't stall it, because of it's ability.
No taunt or encore user -> I sometimes miss a taunt user to stop leads and setup sweepers or some walls like clefairy. I can't steem to fit them on my team.
Grass switch-ins. -> My grass switch in's are terrible. Primeape can't ohko victreebell or roselia for example. Rotom is the only one that can beat them, but is often overloaded with tasks such as volturn chipping, defogging and beating flyers. I have been thinking lately about switching guzzlord out for sap sipper drampa as a wallbreaker.
No priority -> A single move that could revenge kill boosted opponents is often missed.
Thoughts:
I like the position of jellicent, mudsdale, primeape and rotom. The last two members seem to be replacable. I often can't find opprtunities to setup with mesprit and it seems to not do that much. Rotom is often overloaded with things it must do and is chipped and KOed.
Team seems to function OK, but needs some tuning to be good.
Thank you for reading and thank you for help in advance.