Hey, this is the first team I've posted. There'll probably be a lot of holes and huge counters and I'd like to hear anybody's suggestions. Basically , the team focuses around Toxic Boost Zangoose.
Teambuilding
Basically I started at the core of a strong, fast Zangoose for sweeping.
Second, I needed somebody to switch into for fighting attacks and to scare them off or deal with them. Musharna does this perfectly
Toxic Boost Zangoose has a massive weakness to stallers. I've found vigoroth to be an effective stallbreaker.
I thought that a sticky web would really help Zangoose outspeed more pokemon than it would be able to before. Ariados can also set up toxic spikes for good residual damage.
I needed a defoger if I was going to switch much, and I thought articuno fit in well with my team
Probopass can set up rocks to break any sturdies/sashes and can serve as a good counter to rock types, which this team is fairly weak to.
Details
Zangoose@Toxic Orb
Ability: Toxic Boost
EVs: 252 Spe, 248 Atk, 8 Def
Jolly Nature
-Protect
-Facade
-Knock Off
-Close Combat
Basically, the core of the team. With good speed and great power, this Zangoose has great sweeping potential. Basically,facade is main stab, knock off is for hitting ghosts and close combat is for rock/steel types. Protect is for safely getting your toxic boost up.
Musharna@Leftovers
Ability: Synchronize
EVs: 252 Def, 248 SpDe, 8 SpAtk
Modest Nature
-Psychic
-Moonlight
-Calm Mind
-Hidden Power Fighting
Musharna serves as a defensive wall and a counter to fighting types. It covers zangooses big weakness and does fairly well offensively with a calm mind psychic combination. Moonlight is obviously for healing and hp fighting is for hitting dark and steel types.
Vigoroth@Eviolite
Ability: Vital Spirit
EVs: 252 SpDef, 248 Hp, 8 Spe
Jolly Nature
-Return
-Slack Off
-Bulk Up
-Taunt
Vigoroth is mainly for breaking toxic/sleep stallers. With eviolite and good EVs it has some good bulk, especially with bulk up. Slack off is for healing, bulk up nicely boosts your attack and defense, taunt prevents your opponent from setting up boosts for themselves and return is nice stab.
Ariados@Focus Sash
Ability:Insomnia
EVs: 252 Spe, 248 Atk, 8 SpDe
Jolly Nature
-Sticky Web
-Toxic Spikes
-Megahorn
-Cross Poison
Basically Ariados is for setting a sticky web and, if it can, setting up Toxic spikes. Other than the hazards, megahorn and cross poison is in case ariados needs to attack to clean up later in the game.
Articuno@Leftovers
Ability: Pressure
EVs: 252 Def, 248 Hp, 8 SpDef
Bold Nature
-Ice Beam
-Roost
-Defog
-Roar
Basically, Articuno is my team's resident defogger. With roost for healing and roar to debuff buffed up pokemons, this Articuno is really good for messing up your opponent's plans.
Probopass@Air Balloon
Ability: Sturdy
EVs: 252 Hp, 248 Atk, 4 Def
Adamant Nature
-Stealth Rock
-Flash Cannon
-Earth Power
-Volt Switch
Probopass is a reliable rock setter with volt switch to pivot out, flash cannon for main stab and earth power for coverage. It should be used to set up rocks at the beginning and it can play offensively later in the game.
Basically, you lead with Ariados, set up as many traps as you can, then switch into Probopass, who can set rocks and pivot out into Zangoose safely with it's low speed. From there, Zangoose can just sweep and switch where appropriate.
Former team members
Scyther@Eviolite
Ability: Technician
EVs: 252 Atk, 248 Spe, 8 Def
Jolly Nature
-Swords Dance
-Bug Bite
-Aerial Ace
-Roost
I originally chose scyther over Probopass as Scyther is a premium revenge killer but then I noticed two things: One, my team's massive weakness to rock and it's lack of stealth rocks. I decided that Probopass did the job better than Scyther.
Teambuilding
Basically I started at the core of a strong, fast Zangoose for sweeping.
Second, I needed somebody to switch into for fighting attacks and to scare them off or deal with them. Musharna does this perfectly
Toxic Boost Zangoose has a massive weakness to stallers. I've found vigoroth to be an effective stallbreaker.
I thought that a sticky web would really help Zangoose outspeed more pokemon than it would be able to before. Ariados can also set up toxic spikes for good residual damage.
I needed a defoger if I was going to switch much, and I thought articuno fit in well with my team
Probopass can set up rocks to break any sturdies/sashes and can serve as a good counter to rock types, which this team is fairly weak to.
Details
Zangoose@Toxic Orb
Ability: Toxic Boost
EVs: 252 Spe, 248 Atk, 8 Def
Jolly Nature
-Protect
-Facade
-Knock Off
-Close Combat
Basically, the core of the team. With good speed and great power, this Zangoose has great sweeping potential. Basically,facade is main stab, knock off is for hitting ghosts and close combat is for rock/steel types. Protect is for safely getting your toxic boost up.
Musharna@Leftovers
Ability: Synchronize
EVs: 252 Def, 248 SpDe, 8 SpAtk
Modest Nature
-Psychic
-Moonlight
-Calm Mind
-Hidden Power Fighting
Musharna serves as a defensive wall and a counter to fighting types. It covers zangooses big weakness and does fairly well offensively with a calm mind psychic combination. Moonlight is obviously for healing and hp fighting is for hitting dark and steel types.
Vigoroth@Eviolite
Ability: Vital Spirit
EVs: 252 SpDef, 248 Hp, 8 Spe
Jolly Nature
-Return
-Slack Off
-Bulk Up
-Taunt
Vigoroth is mainly for breaking toxic/sleep stallers. With eviolite and good EVs it has some good bulk, especially with bulk up. Slack off is for healing, bulk up nicely boosts your attack and defense, taunt prevents your opponent from setting up boosts for themselves and return is nice stab.
Ariados@Focus Sash
Ability:Insomnia
EVs: 252 Spe, 248 Atk, 8 SpDe
Jolly Nature
-Sticky Web
-Toxic Spikes
-Megahorn
-Cross Poison
Basically Ariados is for setting a sticky web and, if it can, setting up Toxic spikes. Other than the hazards, megahorn and cross poison is in case ariados needs to attack to clean up later in the game.
Articuno@Leftovers
Ability: Pressure
EVs: 252 Def, 248 Hp, 8 SpDef
Bold Nature
-Ice Beam
-Roost
-Defog
-Roar
Basically, Articuno is my team's resident defogger. With roost for healing and roar to debuff buffed up pokemons, this Articuno is really good for messing up your opponent's plans.
Probopass@Air Balloon
Ability: Sturdy
EVs: 252 Hp, 248 Atk, 4 Def
Adamant Nature
-Stealth Rock
-Flash Cannon
-Earth Power
-Volt Switch
Probopass is a reliable rock setter with volt switch to pivot out, flash cannon for main stab and earth power for coverage. It should be used to set up rocks at the beginning and it can play offensively later in the game.
Basically, you lead with Ariados, set up as many traps as you can, then switch into Probopass, who can set rocks and pivot out into Zangoose safely with it's low speed. From there, Zangoose can just sweep and switch where appropriate.
Former team members
Scyther@Eviolite
Ability: Technician
EVs: 252 Atk, 248 Spe, 8 Def
Jolly Nature
-Swords Dance
-Bug Bite
-Aerial Ace
-Roost
I originally chose scyther over Probopass as Scyther is a premium revenge killer but then I noticed two things: One, my team's massive weakness to rock and it's lack of stealth rocks. I decided that Probopass did the job better than Scyther.
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