Rate/Critique my Team Please?!

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Rate my Team!

Okay so a while ago I lost in this tournament that my college had and I was just left shattered. And no, not because my opponent’s Goodra froze me with it’s 10% chance Ice Beam that my Mega Venusaur never thawed out from. MOTHERFHIDOVUJNINN. Anyway, I looked back at my team and analyzed it overall. I don’t think it had “synergy” or effective coverage, nor counters to common threats such as Talonflame. So I looked at some competitive battling tutorials, and started over. Then, I proceeded to battle on Smogon. Out of 30 battles, I have won 24 of them. So I think that is considerable enough experience to come and ask for advice (please don’t shoot me down ._.).


My team:

Greninja

Ever since I started playing XY, I was in love with Froakie and its evolutions. So when I found out that it’s final evolution could be used competitively, I was thrilled. Thus, do not think that I’m your average spam Greninja player. Anyways, I learned that generally for team building, you should pick a Pokemon and form a team around it. So that is what I did with Greninja.

Timid Nature
Life Orb
Protean
252 Special Attack, 252 Speed, 4 Attack

-Ice Beam
-Hydro Pump
-Dark Pulse
-U-Turn

Naturally with this nature and investments, Greninja outspeeds most of the metagame that do not: outspeed it, rely on choice scarves, or use priority moves. Trick Room is a problem too. With Hydro Pump, Ice Beam and Dark Pulse, we have hard hitting STAB moves and coverage. I have U-Turn as a way for Greninja to do damage while switching out of unfavorable matchups. It also keeps momentum. I know there exists Grass Knot and Hidden Power Fire for the last moveslots, but I don’t feel like breeding for HP Fire in real life and Grass Knot only applies to the uncommon Quagsire and Gastrodon, both of which can be dealt with by other team members.

Infernape

I chose Infernape because I wanted a nice core team, and a Fire type that could cover Greninjas water weaknesses. Although frail I know, it does resist Bug and Grass (no Fairy because of its dual typing T_T). Anyhow, Infernape is really useful as a mixed attacker. A lot of opponents think it either Attack or Sp Attack, so they don’t expect for me to stay in on certain Pokemon. Not to mention, it is fast. HP Ice is so useful! A lot of people never expect it, thus losing their respective Gliscors or Landorus.

Naïve Nature
Life Orb
Iron Fist
180 Attack, 76 Special Attack, 252 Speed

-Close Combat
-ThunderPunch
-Overheat
-Hidden Power Ice

HP Ice is so useful! A lot of people never expect it, thus losing their respective Gliscors or Landorus. Close Combat takes chunks out of things that don’t resist it, while OHKOing things weak to it. I love how Infernape can go out with a blaze of glory even if it is about to be knocked out, always ensuring some damage to the opponent. Overheat to deal with Skarmory, Ferrothorn and Scizor and other Grass types not M Venusaur. Thunderpunch to hit unexpecting waters for damage/on the switch.

Venusaur

The last of the core trio, I chose Venusaur for its Sleep Powder and its bulk. Naturally, it is my Mega of choice. It also resists electric, fighting, and grass for Greninja and water, fairy for Infernape. Still have a Flying weakness though. Anyways, Bulbasaur is my favorite Gen 1 starter and what I always use in Kanto, as well as picked in Kalos, so it makes me doubly happy I can use it. Also, being able to absorb Toxic Spikes is always a plus.

Modest Nature
Venausaurite
Thick Fat
252 Special Attack, 252 HP, 4 Special Defense

-Sleep Powder
-Hidden Power Fire
-Sludge Bomb
-Synthesis

As this Venusaur isn’t a dedicated stall, there is no Leech Seed. Sleep Powder is a given, and stops people cold/forces switches. Also allows me to recover health or regroup. Very useful for switches too, when people think I am going to attack.
Okay HP Fire. Most of you will probably think I am crazy for having it and not Giga Drain. Well I will explain. Through my battles with M Saur, a lot of people switch in to their respective Steel types to wall it (Ferrothtorn, Scizor, Skarmory etc). I was getting fed up with it: Sludge Bomb is a no-go, Giga Drain is laughed at, and I usually have something sleep already or I put it to sleep. I wasn’t using Giga Drain enough anyways; and my M Saur has Synthesis to recover. So, I chose HP Fire and it has been working miracles. People often switch out or I OHKO if they have taken enough damage prior etc. It is great!
Sludge Bomb as a powerful STAB attack to hurt fairies and possibly poison others.


Skarmory
Now that the core trio was established, I started looking for Pokémon that could successfully check others. And a friend of mine uses Skarmory and I’ve seen it used multiple times as well. It is an excellent physical wall, cannot be poisoned, can phase out boosters, and has some longevity. So I figured, why not? For the most part, it has been very successful, but sometimes I wonder if I am using it to its potential (as why I’m here asking for rating/advice).

Impish Nature
Leftovers
Sturdy
252 Defense, 224 HP, 32 Special Defense

-Spikes/Defog
-Whirlwind
-Roost
-Brave Bird/???

Whirlwind is a staple as it stops boosters from setting up and remorselessly killing me. Not to mention, it can shuffle Pokémon though Stealth Rock and Spikes. Spikes is there as a set up move to do damage to incoming Pokémon. But with the amount of flying and levitating Pokémon, I’m not sure if it is even valid. I put Defog there as my team has no Rapid Spinner and thus has no way to remove entry hazards (sans the Toxic Spikes). Should I use Defog? That would get rid of mine as well… but it also decrease evasiveness which allows my lower accuracy moves a better chance to hit. Roost is another staple and recovery move, while also temporarily nullifying Skarmory’s electric weakness as well as Ice and Rock effectiveness. And Brave Bird is there so Skarmory isn’t Taunt bait. But I rarely use Brave Bird, and my Skarmory has only been taunted once so far…I feel as if Toxic, Defog or another move would be better and more supportive for me/debilitating to my opponent. Suggestions/advice? Overall, I like Skarmory a lot and it serves it role well.

Mamoswine

Klefki can be a pain for any team. And it was especially for me in the past. And I never had anything to counter it. So I looked up counters, and people had a general consensus: a Ground or Electric type. Since Klefki users commonly use Thunder Wave, Pokémon immune to that are good counters (in that regard). I chose to use Ground, even though I also gained an electric type in Rotom, and decided to use another DPP in-game favorite: Mamoswine. He would also serve as my physical attacker as well. And boy has he helped. He also generally serves as an effective lead as well.

Adamant Nature
Life Orb
Thick Fat
252 Attack, 252 Speed, 4 Special Defense
-Ice Shard
-Stone Edge/Rock Slide
-Earthquake
-Stealth Rock

I realized that entry hazards can be key to winning most of the time in competitive battles. And that arguably Stealth Rock is the best (being able to damage all Pokemon is always nice). Thankfully Mamoswine could fill that role! The next moves make use of his amazing attack stat. Earthquake is 100 bp STAB that stops Tyranitar leads cold as well as everything Heatran. Ice Shard finishes off people nicely as well as any Dragon type (except Multiscale Dragonite). I chose to use Stone Edge because of the needed coverage against Charizards and Talonflame. Especially. Talonflame. When people think I will switch out, instead they are met with a Stone Edge to the face. But I’m not sure whether to use Rock Slide instead due to higher accuracy. I think RL can also OHKO as well…

Rotom-Wash

And finally, the last member of the team. Probably THE most overrated Pokemon in competitive battling, I present you Rotom. I would rather not use it, but it serves a really pivotal role in my team. It is an excellent choice to Talonflame (if it hasn’t Sword Danced), as well as absorbing Thunder Waves, ignoring Earthquakes and ground hazards, and Volt Switching in and out of battles like no tomorrow. Also, throwing around statuses is really cool too. I have mine as a special wall rather than physical…but let me know if that is generally unfavorable.

Calm Nature
Leftovers
Levitate
248 HP, 232 Special Defense, 28 Special attack

-Volt Switch
-Thunder Wave
-Will-o-Wisp
-Hydro Pump

Hydro Pump is the obligatory move Rotom-W must have, and isn’t too shabby either. 110 bp is nice and nails Heatran too. Volt Switch as another STAB and a move that allows me to choose a favorable match-up, avoid incoming attacks, or spread status and hightail it. Thunder Wave because paralysis is amazing and really effective for slowing opponents down, or giving me free turns to recover, set-up or do damage. Will-o-wisp to burn physical attackers or hurt things I can’t paralyze. I tried Pain Split as a recovery move, but when Rotom comes out the opponent is usually halfway through health, or I should be switching out instead. So I thought dual statuses would be more effective and versatile.

So this is my team. Problems I have encountered are:

Weakness Policy Dragonites
Either I activate it and proceed to lose due to boosted ExtremeSpeeds or other moves, or Greninja for whatever reason cannot get there in time and OHKO it. And if it does, it is usually KOed by ExtremeSpeed.

Entry Hazards
As I don’t have a spinner and no Defog, they naturally hurt/hinder me. But they haven't been that bad. And someone said they don't really hinder my team to begin with?

Status
I also don’t have a Cleric. And I can’t seem to find room without sacrificing something in my team for it. So if I get statused, it stays the entire battle. I also have no Wish support T_T

So this is my team and analysis. Please, I welcome advice to make us the best we can possibly be. And if you could answer and address some concerns in my team, I would greatly appreciate it. Thank you for your time and effort. :shy:
 
Give Skarm Defog over Spikes. Run Freeze Dry over a Rock move on Mamoswine and run 240 Atk/16 Sp Atk/252 Speed Naive/Naughty. Since Venusaur lacks a Grass STAB you need a Rotom-W check, and Freeze Dry Mamo is good in general anyways. Switch Rotom-Wash for Rotom-Heat so you don't compound the Grass weakness Mamo and Greninja share, as well as hard-countering Talonflame and CharY, whose Solar Beam beats Rotom-W. Switch Infernape for Assault Vest Conkeldurr to beef up your offensive core.

Cobkeldurr@Assault Vest
Guts
Adamant
252 HP/252 Atk/4 Sp Def
~Knock Off
~Ice Punch
~Drain Punch
~Knock Off

That should fix up all 3 of your problems. Conkeldurr eats Dragonite for breakfast with a Knock Off->Ice Punch 1-2 punch, assuming you don't let it set up on you. Skarm doesn't need Spikes too much since the Defog buff has made spending 3 turns on them not worthwhile most of the time compared to the 1-turn setup Sticky Web and Stealth Rock, so you're free to run Defog. And Rotom-Heat is immune to both Paralysis and burn, Conkeldurr gets an Attack boost from status, and Venusaur is immune to Toxic, Spore, and Sleep Powder. 3 status absorbers=no need for a cleric.
 
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Give Skarm Defog over Spikes. Run Freeze Dry over a Rock move on Mamoswine and run 240 Atk/16 Sp Atk/252 Speed Naive/Naughty. Since Venusaur lacks a Grass STAB you need a Rotom-W check, and Freeze Dry Mamo is good in general anyways. Switch Rotom-Wash for Rotom-Heat so you don't compound the Grass weakness Mamo and Greninja share, as well as hard-countering Talonflame and CharY, whose Solar Beam beats Rotom-W. Switch Infernape for Assault Vest Conkeldurr to beef up your offensive core.

Cobkeldurr@Assault Vest
Guts
Adamant
252 HP/252 Atk/4 Sp Def
~Knock Off
~Ice Punch
~Drain Punch
~Knock Off

That should fix up all 3 of your problems. Conkeldurr eats Dragonite for breakfast with a Knock Off->Ice Punch 1-2 punch, assuming you don't let it set up on you. Skarm doesn't need Spikes too much since the Defog buff has made spending 3 turns on them not worthwhile most of the time compared to the 1-turn setup Sticky Web and Stealth Rock, so you're free to run Defog. And Rotom-Heat is immune to both Paralysis and burn, Conkeldurr gets an Attack boost from status, and Venusaur is immune to Toxic, Spore, and Sleep Powder. 3 status absorbers=no need for a cleric.

Okay so I took most of your advice and experienced positive results. I replaced Spikes with Defog and there have been moments of usefulness. But then there were also battles where I really could have Spiked the field to end things (and the opponents(s) couldn't remove it). So I'm not sure. It's like at times Skarm is useful and other times I wonder why is it here on my team...I was thinking of replacing Brave Bird with Tailwind to further support the team? That way Greninja and Mamoswine can outspeed Choice Scarfers or Mons with boosted speeds and revenge kill them (ad everyone else would appreciet the speed boost over slower Pokemon). Or maybe Toxic?

I switched Rotom W for Rotom H and boy is it nice. Solid Tflame check and no more burns to ruin my day. Also resists Genesects a whole lot better now too.

I tried to utilize Conkeldurr, but it just wasn't working. Every time I happen to send it out, it takes considerable damage, loses its item, and/or never OHKOes. I decided that I simply cannot use him effectively. So instead I looked for a different route; for Pokemon that could oppose it. And I decided to use Sylveon! Not only is it my favorite Eeeveelution, but it counters all sets of Conkeldurr (at least the set up I use).

Bold
252 Defense, 252 HP, 4 Sp Defense
-Hyper Voice
-Wish
-Protect
-Heal Bell

I finally have a true cleric. Wish support+status removal heals the team. STAB Pixilated Hyper Voice hits very hard even without investment. Protect to guarantee Wishes or scout opponent moves/stall. With its natural special bulk, all evs can be invested in Def which allows it to tank from both sides and outlive its opponents. I have encountered great success with it and I think it rounds out my team nicely.

But thank you Glory!! :)
 
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