These teams underneath show the team i asked you to rate and all the so far by you suggested changes to it.
this should showcase the changes made over time:
Leavanny
ruin yo leaf
@ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Leaf Storm
- Knock Off
- Electroweb
Leavanny's main job for the team is to get up webz, however this does not mean not mean it should be threaded like an ordinary suicide lead. Instead it should be threaded as a vital team member just like the other mons, which means that it cannot always simply be thrown away to get webs up quickly. Leavanny can pick up clean KO's with leafstorm against mons like marowak, it can knock off key items of off many threads to this team like Clefairy and Machoke's both off which are significant threads to this team.
Monferno
FeelTheFern
@ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Monferno is the main mon of this team and the rest of the team really only helps it do what ferno does best: set up swords dance late game and win. it's important to have the mon around as it counters things like Audino and pawniard, pawniard especially would be an enormous thread to this team as it will be up +2 thanks to sticky lowering it's speed.
Misdreavus
Dhr. DREavus
@ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Thunderbolt
- Nasty Plot
Misdreavus is the spinblocker of the team and is, like monferno, a nice setup sweeper, it can 1v1 opposing fernos thanks to it's immunity to fighting type moves (meaning i can always switch into it when ferno comes out against cryo) and it's ability to 2hko it with shadow ball. it can also cripple mons like gogoat and haxorus with wisp. under webz it outspeeds float and can OHKO it with t-bolt after sr, as well as dodrio's expecting a shadowball.
one thing that misdreavus can setup on particularly easy is avalugg.
Cryogonal
SpookySnow
@ Never-Melt Ice
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Fighting]
- Recover
- Freeze-Dry
- Rapid Spin
on the other side of the Ile we have our own spinner cryo. cryo is mainly here to spin away annoying hazards which this team really appreciates as none of the mons of this team can really afford being worn down to much (it breaking leavanny's/golem's sash/sturdy; monferno needing to be at an as high as possible health to setup sd and live potential recoil damage from flare blitz afterwards; misdreavus needing it for largely the same reasons and floatzel already being worn down by LO) , though Freeze dry + hp fighting make it so surprisingly little mons in want to switch into it, let alone 1v1 it.
timid to out speed and recover for longlivety.
Floatzel
the S-pecial
@ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Waterfall
- Ice Beam
- Ice Punch
- Frustration
ah, floatzel what would we be without you? for this team I've chosen physically based LO with double ice, because it fit really well with the rest of the team. the main reasons being that the team needed more physically offensive presence, the fact that i really hate having float being locked into one move, and that double ice makes for a really nice lure for leafyeon, tangela and gourgeist (icebeam OHKO's non yache berry leafyeon after sr) and if it had only used ice beam prior, then it'll also be a solid lure for roselia.
Golem
Chamillionaire
@ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Rock Blast
since no one got the limp bizcuit reference, i decided to change the name to chamillionaire instead. spdef golem fits a lot of roles in this team: the go to tank; the electric immunity (looking at you volt switch); flying resist; normal resist; the SR setter; anti sash with rock blast and wearing down tanks bulky mons with toxic.
Major Threads,
as can be expected of a webs team there are a lot of mons that threaten it. here are the most major one and how i (try) to deal with them.
Jumpluff
jumpluff is the biggest thread to this team with it's high speed, uneffectedness by sticky webs and a lack of switch ins. this beast usually ends up forcing me to sacrifice a mon and hoping to revenge kill it with floatzel which is the only thing on my team that outspeeds it. a big part of me dealing with it is setting up stealth rocks to limit it's switch ins, making it less of a pain.
these 2 replays showcase the difficulty of dealing with jumpluff, the first one failing and the second one succeeding.
machoke
machoke is a mon that forms far less of a thread then jumpluff, but still usually manages to almost always take 1 or 2 mons with it. though monferno can 1v1 the close combat variant with sd+closecombat as machokes close combat doesn't OHKO, though it needs to be at full health to do so, its variety in the dynamic punch set makes this to much of a risk. so my best bet is the wear it down sacrificing one mon sand then leaving it useless too low of an hp to fight back (preferably using leafanny with knock off+leaf storm)
clefairy
clefairy not being worn down by non attacking moves and high bulk + having recovery and being able to setup is a big pain and the first step in killing it is knocking off it's eviolite and then switching into golem/misdre to kill it by either spamming eq or to setup of my own with misdre and spamming shadow ball untill it dies.
IMPORTABLE
http://pastebin.com/Liqi2A8a
Original:
importable: http://pastebin.com/Liqi2A8a
Anty's suggested changes to the team:
importable: http://pastebin.com/5Q5gWG9i
Raizas suggested changes to the team
importable: http://pastebin.com/zP5qLwPS
Megazard's suggested changes to the team
importable: http://pastebin.com/1B61wBhd
importable: http://pastebin.com/Liqi2A8a
Anty's suggested changes to the team:
importable: http://pastebin.com/5Q5gWG9i
Raizas suggested changes to the team
importable: http://pastebin.com/zP5qLwPS
Megazard's suggested changes to the team
importable: http://pastebin.com/1B61wBhd
begin story :
so i crafted this team out of a lowladder team i faced laddering going something like ariados/monferno/misdreavus/meganium/probo~some other shitty filler. And after facing it i didn't think was such a bad idea, so i went to teambuilder and made a team of my own based on the same idea, but with more viable mons. crafting leavanny/ferno/probo/rose/pawn/misdre. Over time i changed the team after taking it to the pu room and asking for suggestions for how to improve the team.
so i crafted this team out of a lowladder team i faced laddering going something like ariados/monferno/misdreavus/meganium/probo~some other shitty filler. And after facing it i didn't think was such a bad idea, so i went to teambuilder and made a team of my own based on the same idea, but with more viable mons. crafting leavanny/ferno/probo/rose/pawn/misdre. Over time i changed the team after taking it to the pu room and asking for suggestions for how to improve the team.
this should showcase the changes made over time:
So to the team:
| monf: SD | nasty plot hp fighting | defensive |
SD -> SR scarf
misdreavus: nasty plot<heal bell | stunfisk: toxic -> stone edge (for cryo)| float: special scarf -> physical scarf
current (before RMT):
misdreavus: heal bell<nasty plot hp fighting<tbolt | float: LO physcially based with double ice | Golem: Spdef
Leavanny
ruin yo leaf
@ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Leaf Storm
- Knock Off
- Electroweb
Leavanny's main job for the team is to get up webz, however this does not mean not mean it should be threaded like an ordinary suicide lead. Instead it should be threaded as a vital team member just like the other mons, which means that it cannot always simply be thrown away to get webs up quickly. Leavanny can pick up clean KO's with leafstorm against mons like marowak, it can knock off key items of off many threads to this team like Clefairy and Machoke's both off which are significant threads to this team.
Monferno
FeelTheFern
@ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Monferno is the main mon of this team and the rest of the team really only helps it do what ferno does best: set up swords dance late game and win. it's important to have the mon around as it counters things like Audino and pawniard, pawniard especially would be an enormous thread to this team as it will be up +2 thanks to sticky lowering it's speed.
Misdreavus
Dhr. DREavus
@ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Thunderbolt
- Nasty Plot
Misdreavus is the spinblocker of the team and is, like monferno, a nice setup sweeper, it can 1v1 opposing fernos thanks to it's immunity to fighting type moves (meaning i can always switch into it when ferno comes out against cryo) and it's ability to 2hko it with shadow ball. it can also cripple mons like gogoat and haxorus with wisp. under webz it outspeeds float and can OHKO it with t-bolt after sr, as well as dodrio's expecting a shadowball.
one thing that misdreavus can setup on particularly easy is avalugg.
Cryogonal
SpookySnow
@ Never-Melt Ice
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Fighting]
- Recover
- Freeze-Dry
- Rapid Spin
on the other side of the Ile we have our own spinner cryo. cryo is mainly here to spin away annoying hazards which this team really appreciates as none of the mons of this team can really afford being worn down to much (it breaking leavanny's/golem's sash/sturdy; monferno needing to be at an as high as possible health to setup sd and live potential recoil damage from flare blitz afterwards; misdreavus needing it for largely the same reasons and floatzel already being worn down by LO) , though Freeze dry + hp fighting make it so surprisingly little mons in want to switch into it, let alone 1v1 it.
timid to out speed and recover for longlivety.
Floatzel
the S-pecial
@ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Waterfall
- Ice Beam
- Ice Punch
- Frustration
ah, floatzel what would we be without you? for this team I've chosen physically based LO with double ice, because it fit really well with the rest of the team. the main reasons being that the team needed more physically offensive presence, the fact that i really hate having float being locked into one move, and that double ice makes for a really nice lure for leafyeon, tangela and gourgeist (icebeam OHKO's non yache berry leafyeon after sr) and if it had only used ice beam prior, then it'll also be a solid lure for roselia.
Golem
Chamillionaire
@ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Rock Blast
since no one got the limp bizcuit reference, i decided to change the name to chamillionaire instead. spdef golem fits a lot of roles in this team: the go to tank; the electric immunity (looking at you volt switch); flying resist; normal resist; the SR setter; anti sash with rock blast and wearing down tanks bulky mons with toxic.
Major Threads,
as can be expected of a webs team there are a lot of mons that threaten it. here are the most major one and how i (try) to deal with them.
Jumpluff
jumpluff is the biggest thread to this team with it's high speed, uneffectedness by sticky webs and a lack of switch ins. this beast usually ends up forcing me to sacrifice a mon and hoping to revenge kill it with floatzel which is the only thing on my team that outspeeds it. a big part of me dealing with it is setting up stealth rocks to limit it's switch ins, making it less of a pain.
these 2 replays showcase the difficulty of dealing with jumpluff, the first one failing and the second one succeeding.
machoke
machoke is a mon that forms far less of a thread then jumpluff, but still usually manages to almost always take 1 or 2 mons with it. though monferno can 1v1 the close combat variant with sd+closecombat as machokes close combat doesn't OHKO, though it needs to be at full health to do so, its variety in the dynamic punch set makes this to much of a risk. so my best bet is the wear it down sacrificing one mon sand then leaving it useless too low of an hp to fight back (preferably using leafanny with knock off+leaf storm)
clefairy
clefairy not being worn down by non attacking moves and high bulk + having recovery and being able to setup is a big pain and the first step in killing it is knocking off it's eviolite and then switching into golem/misdre to kill it by either spamming eq or to setup of my own with misdre and spamming shadow ball untill it dies.
IMPORTABLE
http://pastebin.com/Liqi2A8a
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