I did not have a specific tactic or strategy planned for this team when I made it and playing with it haven't produced one. I started by choosing one pokémon I liked with a set I wanted to test and progressed from there. It have worked decently and had the most problems against sun teams, especially those with dugtrio.
Meloetta @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Psychic
- Heal Bell
As a first pokémon, I decided to choose a specially bulky Meloetta. With max hp and max sp. def, it reaches 404 hp and 394 sp. def, which is slightly better than Umbreon. Even without offensive investment, its special offense is quite good and the speed isn't horrible. The main problem with a specially bulky Meloetta is the lack of recovery, I solved it by using restalk and heal bell. It's a set that I've wanted to try since generation 4 and Meloetta seems like the perfect pokémon for using it. When using sleep talk, there is a 1/3 chance of using heal bell and waking.
My experience with this Meloetta tells me that it's good, no non-boosting special attacker seems to be able to defeat it. Psychic deals a lot of damage and restalk is sufficient recovery even if I am unlucky with the move picked. It's also worth noting that psychic have a 20% chance of lowering sp. def due to serene grace.
The main problem with this set is pursuit trappers, but I haven't encountered a lot of those. Dark types setting up on it is also a problem, but usually not a big enough problem to lose the game because of it.
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Volt Switch
- Pain Split
- Rapid Spin
- Spikes
I needed a physical wall to go with my special one. Forretress seemed like a decent choice, because of rapid spin and pain split. There is not a lot to write about this pokémon. It can switch in on physical moves, keep away hazards and stay healthy with pain split.
I'm unsure about volt switch as the last move, but I don't know what to replace it with.
Genesect @ Choice Band
Trait: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Flamethrower
- Quick Attack
- Zen Headbutt
Having chosen two defensive pokémon, it seemed like the time to start with offense. Genesect is good at provoking switches, which go well with the spikes. I decided to use the choice band set because it seemed interesting and I hadn't tried it.
The first three moves seem obvious to me and probably doesn't need explaining. Zen headbutt hits poison types (Gengar) and fighting types (Conkeldurr), but doesn't seem to get a lot of use, so I'm considering changing it to ice beam for gliscor.
Heatran (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Flamethrower
- Earth Power
- Hidden Power [Ice]
Having two pokémon x4 weak to fire, I needed a flash fire pokémon. Heatran seemed like the best choice. My current team members were relatively slow, so a choice scarf set seemed good (note that forretress' rapid spin became important due to two choiced pokémon).
STAB fire, earth power and hidden power ice are obvious coverage moves, but having two fire moves might need explaining. Overheat is the main move, dealing a lot of damage. However, it sometimes can't risk the 10% miss chance or have to use the fire STAB several times without switching, which motivates having a secondary STAB.
Conkeldurr (M) @ Leftovers
Trait: Guts
EVs: 100 HP / 156 Atk / 252 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Drain Punch
- Payback
At this point, I didn't have a non-choiced offensive pokémon. I also didn't have a pokémon to set up and sweep. Conkeldurr therefore seemed to fit in well. I don't think that the ev spread is standard, nor did I put a lot of thought (i.e. no calcs) into it. Having a low base sp. def and using bulk up, ev's in sp. def were necessary. Putting ev's in hp would further increase the bulk, but drain punch would recover a smaller amount of hp percentage (not negating residual damage as effectively). Because of that, I decided to put some ev's into hp, but not all remaining. The rest were put into attack for more power and less reliance on bulk up for damage. The sp. def seemed high enough without the nature boost, so I increased the attack further by using an adamnt nature. (It's worth noting that Meloetta's heal bell can heal Conkeldurr's status and remove a guts boost, maybe iron fist should be used instead after its release?).
Ditto @ Leftovers
Trait: Imposter
EVs: 252 HP / 252 Spd
Brave Nature (+Atk, -Spd)
- Transform
I was unsure about what else the team needed, so I decided to use Ditto because I like it. It have worked well. The item differs from the standard set, I'm using leftovers instead of choice scarf. Choice scarf makes it a great revenge killer, but leftovers gives other opportunities, it can change move. The idea obviously isn't to switch in on a sweeper (although, this can be done for the 50% speed tie in an emergency), but rather to switch in on walls. I've successfully pp stalled both Gliscors (having a sub up when the opponent is forced to switch in a new pokémon and dealing some damage after pp stalling the gliscor) and a leech seeding Ludicolo. There are also a lot other pokémon that can be pp stalled by it, while Ditto usually have full health afterwards. The reason why pp stalling works is because it gets new pp every time it transform. If Ditto runs out of pp, switch to appropriate other pokémon and then back to Ditto. Other than pp stalling, it can set up stealth rocks, spread status and keep healthy by using the opponents moves.
One scenario that is worth noting was when I switched it in against a choiced Chandelure that was stuck on a fire move. I used energy ball (it strangly didn't have shadow ball) the first turn while the opponent switched to ferrothorn. The opponent thought that the Ditto was scarfed due to the high percentage of scarfed Dittos and lost the ferrothorn to a fire blast.
The iv's used are 31/30/30/31/31/31, which gives HP ice power 70.
That's all I currently have to write about the team.
Meloetta @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Psychic
- Heal Bell
As a first pokémon, I decided to choose a specially bulky Meloetta. With max hp and max sp. def, it reaches 404 hp and 394 sp. def, which is slightly better than Umbreon. Even without offensive investment, its special offense is quite good and the speed isn't horrible. The main problem with a specially bulky Meloetta is the lack of recovery, I solved it by using restalk and heal bell. It's a set that I've wanted to try since generation 4 and Meloetta seems like the perfect pokémon for using it. When using sleep talk, there is a 1/3 chance of using heal bell and waking.
My experience with this Meloetta tells me that it's good, no non-boosting special attacker seems to be able to defeat it. Psychic deals a lot of damage and restalk is sufficient recovery even if I am unlucky with the move picked. It's also worth noting that psychic have a 20% chance of lowering sp. def due to serene grace.
The main problem with this set is pursuit trappers, but I haven't encountered a lot of those. Dark types setting up on it is also a problem, but usually not a big enough problem to lose the game because of it.
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Volt Switch
- Pain Split
- Rapid Spin
- Spikes
I needed a physical wall to go with my special one. Forretress seemed like a decent choice, because of rapid spin and pain split. There is not a lot to write about this pokémon. It can switch in on physical moves, keep away hazards and stay healthy with pain split.
I'm unsure about volt switch as the last move, but I don't know what to replace it with.
Genesect @ Choice Band
Trait: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Flamethrower
- Quick Attack
- Zen Headbutt
Having chosen two defensive pokémon, it seemed like the time to start with offense. Genesect is good at provoking switches, which go well with the spikes. I decided to use the choice band set because it seemed interesting and I hadn't tried it.
The first three moves seem obvious to me and probably doesn't need explaining. Zen headbutt hits poison types (Gengar) and fighting types (Conkeldurr), but doesn't seem to get a lot of use, so I'm considering changing it to ice beam for gliscor.
Heatran (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Flamethrower
- Earth Power
- Hidden Power [Ice]
Having two pokémon x4 weak to fire, I needed a flash fire pokémon. Heatran seemed like the best choice. My current team members were relatively slow, so a choice scarf set seemed good (note that forretress' rapid spin became important due to two choiced pokémon).
STAB fire, earth power and hidden power ice are obvious coverage moves, but having two fire moves might need explaining. Overheat is the main move, dealing a lot of damage. However, it sometimes can't risk the 10% miss chance or have to use the fire STAB several times without switching, which motivates having a secondary STAB.
Conkeldurr (M) @ Leftovers
Trait: Guts
EVs: 100 HP / 156 Atk / 252 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Drain Punch
- Payback
At this point, I didn't have a non-choiced offensive pokémon. I also didn't have a pokémon to set up and sweep. Conkeldurr therefore seemed to fit in well. I don't think that the ev spread is standard, nor did I put a lot of thought (i.e. no calcs) into it. Having a low base sp. def and using bulk up, ev's in sp. def were necessary. Putting ev's in hp would further increase the bulk, but drain punch would recover a smaller amount of hp percentage (not negating residual damage as effectively). Because of that, I decided to put some ev's into hp, but not all remaining. The rest were put into attack for more power and less reliance on bulk up for damage. The sp. def seemed high enough without the nature boost, so I increased the attack further by using an adamnt nature. (It's worth noting that Meloetta's heal bell can heal Conkeldurr's status and remove a guts boost, maybe iron fist should be used instead after its release?).
Ditto @ Leftovers
Trait: Imposter
EVs: 252 HP / 252 Spd
Brave Nature (+Atk, -Spd)
- Transform
I was unsure about what else the team needed, so I decided to use Ditto because I like it. It have worked well. The item differs from the standard set, I'm using leftovers instead of choice scarf. Choice scarf makes it a great revenge killer, but leftovers gives other opportunities, it can change move. The idea obviously isn't to switch in on a sweeper (although, this can be done for the 50% speed tie in an emergency), but rather to switch in on walls. I've successfully pp stalled both Gliscors (having a sub up when the opponent is forced to switch in a new pokémon and dealing some damage after pp stalling the gliscor) and a leech seeding Ludicolo. There are also a lot other pokémon that can be pp stalled by it, while Ditto usually have full health afterwards. The reason why pp stalling works is because it gets new pp every time it transform. If Ditto runs out of pp, switch to appropriate other pokémon and then back to Ditto. Other than pp stalling, it can set up stealth rocks, spread status and keep healthy by using the opponents moves.
One scenario that is worth noting was when I switched it in against a choiced Chandelure that was stuck on a fire move. I used energy ball (it strangly didn't have shadow ball) the first turn while the opponent switched to ferrothorn. The opponent thought that the Ditto was scarfed due to the high percentage of scarfed Dittos and lost the ferrothorn to a fire blast.
The iv's used are 31/30/30/31/31/31, which gives HP ice power 70.
That's all I currently have to write about the team.