I've only recently created this team, and I really like it. However, I feel it could use some changes, and I have no good way to set up hazards besides toxic spikes. I personally prefer to use lesser-used pokemon, as they are often harder to predict and most players won't be able to guess what moves they carry. Sorry if this thread is really messy or formatted badly, I'v never done a rate my team before
Let's Begin:
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs:252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Night Slash
- Facade
- Close Combat
Never underestimate the 'goose. With a half decent speed stat, good attack and a great ability, Zangoose hits surprisingly hard. I could swap quick attack for sword dance, but it really needs some form of priority move to make up for its average speed. Night slash is a must, gotta take out those ghost types, and facade with a toxic boost and STAB tears through teams. Lastly, close combat to take care of the steel types that can take a facade or two.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 Hp / 4 Def / 252 SpDef
Careful Nature
- Wish
- Protect
- Foul Play
- Toxic
God I love this thing. Umbreon, while incredibly annoying, gets stuff done, and I have used it pretty successfully. Wish and Protect are no-brainers (there is nothing more satisfying than barely living a swords dance boosted move, having the wish heal, and then using foul play to take out your opponent). Similarly, Foul Play is a must as Umbreon has such poor attack to begin with. The last slot I'm not sure about, but Toxic has worked very well so far so I'll keep it unless any of you can think of something better.
Yanmega @ Life Orb
Ability: Tinted Lens
EVs: 252 SpAtk / 4 SpDef / 252 Spe
Timid Nature
- Air Slash
- Bug Buzz
- Giga Drain
- U-Turn
Yanmega, while very weak to SR, has proven to be a valuable asset in my team. Air Slash and Bug Buzz are simply there as reliable STABs, and giga drain is a matter of preference for me; I don't have any grass types on my team (though that could change very easily if it works better) and many a Swampert has underestimated my Yanmega. U-Turn is simply for a free switch in, yanmega has pretty decent speed so it tends to work.
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 SpDef / 252 Def
Bold Nature
- Pain Split
- Sludge Bomb
- Flamethrower
- Toxic Spikes
In my previous team I had a serious problem with azumarill, but from my experience physically defensive Weezing can eat up just about anything Azumarill can throw at it (obviously a belly drum attack is gonna put a sizable dent in it, but it'll manage fine and a pain split will fix most of the damage). Pain split is a good recovery move, and very good for wrecking Azumarills, basically the point of my weezing, sludge bomb also deals super effective damage. Flamethrower is for the steel switch ins, particularly Excadrill, and to knock 'em down a few pegs. Last slot goes to toxic spikes, as I don't have a designated lead to set up entry hazards.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 Atk / 4 SpDef / 252 Hp
Adamant Nature
- Earthquake
- Rapid Spin
- Head Smash
- Ice Shard
I really don't like Donphan. I'm not sure why I'm using him, but I can't think of a good replacement and I need a spinner or a defogger, in addition to a ground type. Im using a pretty standard set, earthquake as a main stab, rapid spin (no explanation needed), head smash to get rid of Talonflame mostly and ice shard for some form of priority and something to touch slightly bulkier flying types (Gliscor)
Empoleon @ Life Orb
Ability: Torrent
EVs: 252 Hp / 4 SpDef / 252 SpAtk
Modest Nature
- Scald
- Ice Beam
- Grass Knot
- Stealth Rock
I am also not too sure about this one, although I love Empoleon and everything he has to offer. I'm also not sure what moves and EV spread he should have if I want a somewhat defensive one, or if I should go with a more offensive one or what, so help me out here. Anyway, Scald is great for whittling down threats, and a ground type, even a bulky one, can't take a life orb scald very well. Same goes for ice beam, although its purpose is more to shut down grass types. Grass knot is a coverage move mainly, gotta take out other water types somehow. Lastly, stealth rocks, because I really need to get them up at some point and Empoleon seemed to be the best fit
If you could help me change and improve on my team it would be greatly appreciated. This is a very new team, so it has a lot of flaws, but I really enjoy playing with it.
Let's Begin:
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs:252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Night Slash
- Facade
- Close Combat
Never underestimate the 'goose. With a half decent speed stat, good attack and a great ability, Zangoose hits surprisingly hard. I could swap quick attack for sword dance, but it really needs some form of priority move to make up for its average speed. Night slash is a must, gotta take out those ghost types, and facade with a toxic boost and STAB tears through teams. Lastly, close combat to take care of the steel types that can take a facade or two.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 Hp / 4 Def / 252 SpDef
Careful Nature
- Wish
- Protect
- Foul Play
- Toxic
God I love this thing. Umbreon, while incredibly annoying, gets stuff done, and I have used it pretty successfully. Wish and Protect are no-brainers (there is nothing more satisfying than barely living a swords dance boosted move, having the wish heal, and then using foul play to take out your opponent). Similarly, Foul Play is a must as Umbreon has such poor attack to begin with. The last slot I'm not sure about, but Toxic has worked very well so far so I'll keep it unless any of you can think of something better.
Yanmega @ Life Orb
Ability: Tinted Lens
EVs: 252 SpAtk / 4 SpDef / 252 Spe
Timid Nature
- Air Slash
- Bug Buzz
- Giga Drain
- U-Turn
Yanmega, while very weak to SR, has proven to be a valuable asset in my team. Air Slash and Bug Buzz are simply there as reliable STABs, and giga drain is a matter of preference for me; I don't have any grass types on my team (though that could change very easily if it works better) and many a Swampert has underestimated my Yanmega. U-Turn is simply for a free switch in, yanmega has pretty decent speed so it tends to work.
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 SpDef / 252 Def
Bold Nature
- Pain Split
- Sludge Bomb
- Flamethrower
- Toxic Spikes
In my previous team I had a serious problem with azumarill, but from my experience physically defensive Weezing can eat up just about anything Azumarill can throw at it (obviously a belly drum attack is gonna put a sizable dent in it, but it'll manage fine and a pain split will fix most of the damage). Pain split is a good recovery move, and very good for wrecking Azumarills, basically the point of my weezing, sludge bomb also deals super effective damage. Flamethrower is for the steel switch ins, particularly Excadrill, and to knock 'em down a few pegs. Last slot goes to toxic spikes, as I don't have a designated lead to set up entry hazards.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 Atk / 4 SpDef / 252 Hp
Adamant Nature
- Earthquake
- Rapid Spin
- Head Smash
- Ice Shard
I really don't like Donphan. I'm not sure why I'm using him, but I can't think of a good replacement and I need a spinner or a defogger, in addition to a ground type. Im using a pretty standard set, earthquake as a main stab, rapid spin (no explanation needed), head smash to get rid of Talonflame mostly and ice shard for some form of priority and something to touch slightly bulkier flying types (Gliscor)
Empoleon @ Life Orb
Ability: Torrent
EVs: 252 Hp / 4 SpDef / 252 SpAtk
Modest Nature
- Scald
- Ice Beam
- Grass Knot
- Stealth Rock
I am also not too sure about this one, although I love Empoleon and everything he has to offer. I'm also not sure what moves and EV spread he should have if I want a somewhat defensive one, or if I should go with a more offensive one or what, so help me out here. Anyway, Scald is great for whittling down threats, and a ground type, even a bulky one, can't take a life orb scald very well. Same goes for ice beam, although its purpose is more to shut down grass types. Grass knot is a coverage move mainly, gotta take out other water types somehow. Lastly, stealth rocks, because I really need to get them up at some point and Empoleon seemed to be the best fit
If you could help me change and improve on my team it would be greatly appreciated. This is a very new team, so it has a lot of flaws, but I really enjoy playing with it.