So I've been battling with this for a while on Shoddy now... its been working ok, but I think it could use another look over from another perspective. Get a second opinion, you know. I'd like to get it working well on Shoddy before actually going about making this for wifi use.
Solrock @ Choice Scarf
Levitate
6 HP/252 Atk/252 Spd
Jolly nature
- Earthquake
- Explosion
- Stone Edge
- Stealth Rock
I lead with Solrock, just because it usually works out well. Stealth Rock and get the hell out of there, or use a move I feel would work before getting the hell out of there again
Hitmontop @ Life Orb
Technician
252 HP/252 Atk/6 Def
Adamant nature
- Fake Out
- Close Combat
- Mach Punch
- Bullet Punch
I wanted to use one of the Hitmon's, as it were, and this seemed the best choice at the time. It does surprising damage with its priority moves so I've kept it how it is. Bullet Punch works well for the Mismagius/Spiritomb switch ins that I always seem to get.
Cacturne @ Brightpowder
Sand Veil
252 Atk/6 Def/252 Spd
Adamant nature
- Leech Seed
- Focus Punch
- Substitute
- Sucker Punch
This set just works wonders when given the chance (but then I suppose most do...). Sucker Punch from Cacturne HURTS, as does Focus Punch. Its fun to play the prediction game with this, especially with the Sandstorm from Bastiodon.
Bastiodon @ Smooth Rock
Sturdy
6 HP/252 Def/252 SDef
Relaxed nature
- Iron Defense
- Sandstorm
- Toxic
- Metal Burst
Just a set I've developed myself over time, really. I've tried out Metal Burst over Iron Head thanks to a suggestion from KoL a while back and it works much better, but I still feel it could be improved by ditching Iron Defense for something.
Houndoom @ Leftovers
Flash Fire
6 HP/252 Spd/252 SAtk
Timid nature
- Dark Pulse
- Fire Blast
- HP Ground
- Nasty Plot
The final two slots of my team are the special attacking ones, so I've tried to cover a lot of ground with them. Houndoom is a Nasty Plot-er, who usually switches in on a Fire-type to get a Nasty Plot off before sweeping. Usually Hidden Power Ground works well against opposing fire types who might want to Flash Fire on my own Flash Fire'd Fire Blast.
Ludicolo @ Damp Rock
Swift Swim
60 HP/198 Spd/252 SAtk
Modest nature
- Energy Ball
- Ice Beam
- Rain Dance
- Surf
Ludicolo is the last special attacker of my team, and I've swept entire teams with him before. Switch in on something that doesn't like Ludicolo before using Rain Dance. From there, I -usually- manage to KO one or two at least, although Venusaur usually gives me trouble.
So thats my team... any critique would be most helpful.
Most of the opposing teams I've mentioned here are of the UU variety, purely because thats what this team is. Though I've gone in the more OU environments with this as well and I've won, its just I've faced more UU tier.
Solrock @ Choice Scarf
Levitate
6 HP/252 Atk/252 Spd
Jolly nature
- Earthquake
- Explosion
- Stone Edge
- Stealth Rock
I lead with Solrock, just because it usually works out well. Stealth Rock and get the hell out of there, or use a move I feel would work before getting the hell out of there again
Hitmontop @ Life Orb
Technician
252 HP/252 Atk/6 Def
Adamant nature
- Fake Out
- Close Combat
- Mach Punch
- Bullet Punch
I wanted to use one of the Hitmon's, as it were, and this seemed the best choice at the time. It does surprising damage with its priority moves so I've kept it how it is. Bullet Punch works well for the Mismagius/Spiritomb switch ins that I always seem to get.
Cacturne @ Brightpowder
Sand Veil
252 Atk/6 Def/252 Spd
Adamant nature
- Leech Seed
- Focus Punch
- Substitute
- Sucker Punch
This set just works wonders when given the chance (but then I suppose most do...). Sucker Punch from Cacturne HURTS, as does Focus Punch. Its fun to play the prediction game with this, especially with the Sandstorm from Bastiodon.
Bastiodon @ Smooth Rock
Sturdy
6 HP/252 Def/252 SDef
Relaxed nature
- Iron Defense
- Sandstorm
- Toxic
- Metal Burst
Just a set I've developed myself over time, really. I've tried out Metal Burst over Iron Head thanks to a suggestion from KoL a while back and it works much better, but I still feel it could be improved by ditching Iron Defense for something.
Houndoom @ Leftovers
Flash Fire
6 HP/252 Spd/252 SAtk
Timid nature
- Dark Pulse
- Fire Blast
- HP Ground
- Nasty Plot
The final two slots of my team are the special attacking ones, so I've tried to cover a lot of ground with them. Houndoom is a Nasty Plot-er, who usually switches in on a Fire-type to get a Nasty Plot off before sweeping. Usually Hidden Power Ground works well against opposing fire types who might want to Flash Fire on my own Flash Fire'd Fire Blast.
Ludicolo @ Damp Rock
Swift Swim
60 HP/198 Spd/252 SAtk
Modest nature
- Energy Ball
- Ice Beam
- Rain Dance
- Surf
Ludicolo is the last special attacker of my team, and I've swept entire teams with him before. Switch in on something that doesn't like Ludicolo before using Rain Dance. From there, I -usually- manage to KO one or two at least, although Venusaur usually gives me trouble.
So thats my team... any critique would be most helpful.
Most of the opposing teams I've mentioned here are of the UU variety, purely because thats what this team is. Though I've gone in the more OU environments with this as well and I've won, its just I've faced more UU tier.