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[Season 2] Redemption League Rate-My-Team


Bazaro

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I guess doing a Dark Mono-team for Redemption is a bad idea. I don't expect to become a champion or winning much but I'm sucks at competitive play, so I want to hear some advice...

Spoiler

Ame (Absol-Mega) (F) @ Absolite  
Ability: Super Luck  
EVs: 252 Atk / 4 SpA / 252 Spe  
Hasty Nature  
- Play Rough  
- Night Slash  
- Flamethrower  
- Thunderbolt  

Hiruzen (Greninja) (M) @ Expert Belt  
Ability: Protean  
Shiny: Yes  
IVs: 0 Atk  
- Extrasensory  
- Dark Pulse  
- Ice Beam  
- Hydro Pump  

Aya (Drapion) (F) @ Scope Lens  
Ability: Sniper  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Poison Jab  
- Night Slash  
- Fire Fang  
- Aqua Tail  

Don Flamingo (Honchkrow) (M) @ Black Glasses  
Ability: Moxie  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Sucker Punch  
- Foul Play  
- Brave Bird  
- Steel Wing  

Brynhildr (Bisharp) (F) @ Black Glasses  
Ability: Defiant  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Knock Off  
- Sucker Punch  
- Iron Head  
- Psycho Cut  

Lumi (Umbreon) (F) @ Leftovers  
Ability: Synchronize  
Shiny: Yes  
EVs: 252 HP / 252 Def  
Calm Nature  
IVs: 0 Atk  
- Toxic  
- Foul Play  
- Moonlight  
- Detect  

 

 

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1 hour ago, Nagisa_Hideyoshi said:

I guess doing a Dark Mono-team for Redemption is a bad idea. I don't expect to become a champion or winning much but I'm sucks at competitive play, so I want to hear some advice...

  Reveal hidden contents

Ame (Absol-Mega) (F) @ Absolite  
Ability: Super Luck  
EVs: 252 Atk / 4 SpA / 252 Spe  
Hasty Nature  
- Play Rough  
- Night Slash  
- Flamethrower  
- Thunderbolt  

Hiruzen (Greninja) (M) @ Expert Belt  
Ability: Protean  
Shiny: Yes  
IVs: 0 Atk  
- Extrasensory  
- Dark Pulse  
- Ice Beam  
- Hydro Pump  

Aya (Drapion) (F) @ Scope Lens  
Ability: Sniper  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Poison Jab  
- Night Slash  
- Fire Fang  
- Aqua Tail  

Don Flamingo (Honchkrow) (M) @ Black Glasses  
Ability: Moxie  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Sucker Punch  
- Foul Play  
- Brave Bird  
- Steel Wing  

Brynhildr (Bisharp) (F) @ Black Glasses  
Ability: Defiant  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Knock Off  
- Sucker Punch  
- Iron Head  
- Psycho Cut  

Lumi (Umbreon) (F) @ Leftovers  
Ability: Synchronize  
Shiny: Yes  
EVs: 252 HP / 252 Def  
Calm Nature  
IVs: 0 Atk  
- Toxic  
- Foul Play  
- Moonlight  
- Detect  

 

 

That team looks solid. You have the necessary counters for all of your weaknesses and they all pack quite the punch. You should put more faith in your team and yourself. You'll start doing better that way.

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Hey Baz. Can you look how horrible this is? Thank you.
 

 

 

Snorlax @ Leftovers  
Ability: Thick Fat  
EVs: 252 HP / 252 Atk / 4 SpD  
Adamant Nature  
- Rest  
- Earthquake  
- Return  
- Facade  

Gyarados @ Lum Berry  
Ability: Intimidate  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Dragon Dance  
- Waterfall  
- Bounce  
- Stone Edge  

Roserade @ Black Sludge  
Ability: Natural Cure  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Spikes  
- Sludge Bomb  
- Leaf Storm  
- Sleep Powder  

Chandelure @ Leftovers  
Ability: Flash Fire  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Substitute  
- Calm Mind  
- Flamethrower  
- Shadow Ball  

Hydreigon @ Choice Scarf  
Ability: Levitate  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Draco Meteor  
- Dark Pulse  
- Fire Blast  
- U-turn  

Porygon2 @ Eviolite  
Ability: Trace  
EVs: 252 HP / 120 Def / 136 SpD  
Calm Nature  
- Recover  
- Tri Attack  
- Ice Beam  
- Thunder Wave  

 

Edited by Dragon God Goomy
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On 4/2/2017 at 1:29 AM, DreamblitzX said:

I posted an earlier incarnation of this team back a while, but now that the first couple brackets are revealed and people have fought them, how do people think this team will do against them?

 

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Gallade @ Galladite  
Ability: Justified  
Shiny: Yes  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Zen Headbutt  
- Drain Punch  
- Ice Punch  
- Swords Dance  

 

Scolipede @ Life Orb  
Ability: Speed Boost  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Protect  
- Baton Pass  
- Poison Jab  
- Megahorn  

 

Rotom-Heat @ Leftovers  
Ability: Levitate  
EVs: 252 HP / 48 SpD / 208 Spe  
Timid Nature  
IVs: 0 Atk  
- Overheat  
- Volt Switch  
- Pain Split  
- Will-O-Wisp  

 

Garchomp @ Rocky Helmet  
Ability: Rough Skin  
EVs: 240 HP / 176 Def / 92 Spe  
Impish Nature  
- Stealth Rock  
- Earthquake  
- Dragon Claw  
- Rock Slide  

 

Starmie @ Life Orb  
Ability: Analytic  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 29 HP / 0 Atk  
- Rapid Spin  
- Scald  
- Psyshock  
- Ice Beam  

 

Aegislash @ Weakness Policy  
Ability: Stance Change  
Shiny: Yes  
EVs: 4 Def / 252 SpA / 252 Spe  
Naive Nature  
- Shadow Ball  
- Flash Cannon  
- Sacred Sword  
- King's Shield  

 

 

Your team looks pretty solid if I should say so myself. I do say so.

However if you're worried about being hit my moves that can hit multiple opponents in doubles or triples, such as Heat Wave or Earthquake, maybe Wide Guard on Aegislash would be a good idea. But it's not necessary.

10 hours ago, Dragon God Goomy said:

Hey Baz. Can you look how horrible this is? Thank you.
 

  Reveal hidden contents

 

Snorlax @ Leftovers  
Ability: Thick Fat  
EVs: 252 HP / 252 Atk / 4 SpD  
Adamant Nature  
- Rest  
- Earthquake  
- Return  
- Facade  

Gyarados @ Lum Berry  
Ability: Intimidate  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Dragon Dance  
- Waterfall  
- Bounce  
- Stone Edge  

Roserade @ Black Sludge  
Ability: Natural Cure  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Spikes  
- Sludge Bomb  
- Leaf Storm  
- Sleep Powder  

Chandelure @ Leftovers  
Ability: Flash Fire  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Substitute  
- Calm Mind  
- Flamethrower  
- Shadow Ball  

Hydreigon @ Choice Scarf  
Ability: Levitate  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Draco Meteor  
- Dark Pulse  
- Fire Blast  
- U-turn  

Porygon2 @ Eviolite  
Ability: Trace  
EVs: 252 HP / 120 Def / 136 SpD  
Calm Nature  
- Recover  
- Tri Attack  
- Ice Beam  
- Thunder Wave  

 

Your Snorlax has 2 Normal type moves, it needs the coverage more. Try Crunch.

Chandelure would be more useful with Heat Wave since it hits multiple opponents. If you're worried about not being able to hit with fire because of Wide Guard, your Hydreigon has Fire Blast, which would help with that.

Porygon2 set is ok, but Tri Attack isn't necessary. Maybe Toxic would help to deal with Pokémon that can wall you

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This team is supposed to be functional in singles, doubles and triples, being able to act as trick room or trick room counter depending on the items I use.

 

 

 


[Serperior]
-Protect
-Leech Seed
-Leaf Storm
-Hidden Power Fire

 

[Magnezone]
-Thunderbolt
-Volt Switch
-Flash Cannon
-Hidden Power Fire

 

[Chandelure]
-Trick Room
-Heat Wave
-Shadow Ball
-Energy Ball

 

[Milotic]
-Recover
-Haze
-Scald
-Ice Beam

 

[Mamoswine]
-Icicle Crash
-Ice Shard
-Earthquake
-Iron Head

 

[Heracross]
-Pin Missile
-Close Combat
-Rock Blast
-Earthquake
 

 

Edited by PedroHenrique
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Just now, PedroHenrique said:

This team is supposed to be functional in singles, doubles and triples, being able to act as trick room or trick room counter depending on the items I use.

 

  Hide contents

[Serperior]
-Protect
-Leech Seed
-Leaf Storm
-Hidden Power Fire

[Magnezone]
-Thunderbolt
-Volt Switch
-Flash Cannon
-Hidden Power Fire

[Chandelure]
-Trick Room
-Heat Wave
-Shadow Ball
-Energy Ball

[Milotic]
-Recover
-Haze
-Scald
-Ice Beam

[Mamoswine]
-Icicle Crash
-Ice Shard
-Earthquake
-Iron Head

[Heracross]
-Pin Missile
-Close Combat
-Rock Blast
-Earthquake

I would run substitute on Serperior than Protect, but Protect actually helps in Doubles/Triples so it's fine. But if running protect, I'd replace Leech Seed with Dragon Pulse for more coverage. It gives you more offensive options.

Iron Head on Mamoswine is not necessary, Stealth Rock will help your team a lot. It's one of the best moves, it breaks Focus Sash and limits the opponent's ability to switch around.

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6 hours ago, PedroHenrique said:

This team is supposed to be functional in singles, doubles and triples, being able to act as trick room or trick room counter depending on the items I use.

 

  Hide contents

 


[Serperior]
-Protect
-Leech Seed
-Leaf Storm
-Hidden Power Fire

 

[Magnezone]
-Thunderbolt
-Volt Switch
-Flash Cannon
-Hidden Power Fire

 

[Chandelure]
-Trick Room
-Heat Wave
-Shadow Ball
-Energy Ball

 

[Milotic]
-Recover
-Haze
-Scald
-Ice Beam

 

[Mamoswine]
-Icicle Crash
-Ice Shard
-Earthquake
-Iron Head

 

[Heracross]
-Pin Missile
-Close Combat
-Rock Blast
-Earthquake
 

 

 

Can't help noticing you have 2 EQ users, 2 weak to it, and only one frail resist. It's workable but you should be careful about dropping EQ's in triples/doubles.

 

On 2/4/2017 at 7:03 PM, Dragon God Goomy said:

Hey Baz. Can you look how horrible this is? Thank you.
 

  Reveal hidden contents

 

Snorlax @ Leftovers  
Ability: Thick Fat  
EVs: 252 HP / 252 Atk / 4 SpD  
Adamant Nature  
- Rest  
- Earthquake  
- Return  
- Facade  

Gyarados @ Lum Berry  
Ability: Intimidate  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Dragon Dance  
- Waterfall  
- Bounce  
- Stone Edge  

Roserade @ Black Sludge  
Ability: Natural Cure  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Spikes  
- Sludge Bomb  
- Leaf Storm  
- Sleep Powder  

Chandelure @ Leftovers  
Ability: Flash Fire  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Substitute  
- Calm Mind  
- Flamethrower  
- Shadow Ball  

Hydreigon @ Choice Scarf  
Ability: Levitate  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Draco Meteor  
- Dark Pulse  
- Fire Blast  
- U-turn  

Porygon2 @ Eviolite  
Ability: Trace  
EVs: 252 HP / 120 Def / 136 SpD  
Calm Nature  
- Recover  
- Tri Attack  
- Ice Beam  
- Thunder Wave  

 

 

Aside from FraRPetO's suggestions, you have no way to stop Trick Room aside from Sleep Powder. Investing in at least one Trick Room on Chandelure or Porygon might prove useful. Also maybe Crunch over Bounce on Gyarados in case you wanted to use Mega?

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First time attempting to TR, suggestions are heavily appreciated

 



Bisharp  
- Sucker Punch  
- Iron Head  
- Pursuit  
- Power-Up Punch  

Conkeldurr  
- Mach Punch  
- Drain Punch  
- Poison Jab  
- Ice Punch  

Reuniclus  
- Trick Room  
- Psyshock  
- Focus Blast  
- Recover  

Amoonguss  
- Rage Powder  
- Giga Drain  
- Sludge Bomb  
- Clear Smog  

Rotom-Wash  
- Hydro Pump  
- Pain Split  
- Will-O-Wisp  
- Volt Switch  

Camerupt  
- Fire Blast  
- Earth Power  
- Rock Slide  
- Stealth Rock  

I had Venusaur over Amoonguss at first, but the second one with Rage Powder is useful for Doubles/Triples

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1 hour ago, AndSoThereIsSt3ffo said:

First time attempting to TR, suggestions are heavily appreciated

 

 

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Bisharp  
- Sucker Punch  
- Iron Head  
- Pursuit  
- Power-Up Punch  

Conkeldurr  
- Mach Punch  
- Drain Punch  
- Poison Jab  
- Ice Punch  

Reuniclus  
- Trick Room  
- Psyshock  
- Focus Blast  
- Recover  

Amoonguss  
- Rage Powder  
- Giga Drain  
- Sludge Bomb  
- Clear Smog  

Rotom-Wash  
- Hydro Pump  
- Pain Split  
- Will-O-Wisp  
- Volt Switch  

Camerupt  
- Fire Blast  
- Earth Power  
- Rock Slide  
- Stealth Rock  
 

 

I had Venusaur over Amoonguss at first, but the second one with Rage Powder is useful for Doubles/Triples

Power Up Punch is kinda useless on Bisharp when it gets Swords Dance! The damage is too low to even consider it worth.
Also you can also add Wide Guard on Conk and Spore on Amoonguss over Clear Smog.
Team looks solid, but I'm not a fan of only 1 TR setter but that's just me...

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Is my team good enough for the Redemption League or does it need improvements?

 

Spoiler

 

Cotton Candy (Jumpluff)  
Ability: Infiltrator  
Shiny: Yes  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Sleep Powder  
- Acrobatics  
- Seed Bomb  
- U-turn  

 

Dat boi (Greninja) @ Expert Belt  
Ability: Protean  
Shiny: Yes  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Dark Pulse  
- Grass Knot  
- Scald  
- Ice Beam  

 

Eek! Spider! (Galvantula) @ Leftovers  
Ability: Compound Eyes  
EVs: 24 HP / 36 Def / 160 SpA / 36 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Bug Buzz  
- Thunder  
- Sticky Web  
- Thunder Wave  

 

Rawrchomp (Garchomp) @ Garchompite  
Ability: Rough Skin  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Earthquake  
- Outrage  
- Swords Dance  
- Iron Head  

 

A fish (Huntail) @ White Herb  
Ability: Water Veil  
EVs: 252 Atk / 4 SpA / 252 Spe  
Naughty Nature  
- Shell Smash  
- Waterfall  
- Ice Beam  
- Crunch  

 

GGardevoir (Gardevoir) @ Life Orb  
Ability: Trace  
EVs: 252 HP / 252 SpA / 4 SpD  
Modest Nature  
IVs: 0 Atk  
- Moonblast  
- Psychic  
- Light Screen  
- Hyper Voice  

 

 

 

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@Alextron

 

First of all, when you make team in redemption, you can change items, ability, evs. The most important is the pokemon you pick and what moveset you have in them. As they are pernament and you can't change them unless if you completely restart your run. This will help you to try out different roles in your pokemon to counter the gym leaders team and you can be more unpredictable. And since i'm at school, I'll just make it quick.

 

Very flawed team.

- Jumpluff is too frail and too weak to use. Replace it with Seperior as faster and better rewards. If sleep statue, Amoonguss with spore, plus bulk.

- Huntail is interesting, but too slow and too exploied with it's base stats. Prob try Cloyster as same role, but more effective.

- Your team is suspected to Fairy, Steel, Normal(Bulky mons aka P2).

- Life orb Gardevoir, but Hyper voice??? Unless if you plan to switch your mega stones for garchomp and gardevoir as items can be switched, it may work.

 

 

Wish I can say more, but not much time sadly. Have fun making the team and redemption leauge still!!

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Planning on restarting with a mono water team with rain as the gimmick. I'm in need of feedback because I'm not experienced in competitive. Thanks



Azumarill
  -     Belly Drum
  -     Aqua Jet
  -     Play Rough
  -     Knock Off 

Pelipper
  -     Hydro Pump
  -     Hurricane
  -     Ice Beam
  -     U-turn 

Swampert
  -     Earthquake
  -     Rock Slide
  -     Waterfall
  -     Wide Guard 

Tentacruel
  -     Hydro Pump
  -     Sludge Wave
  -     Toxic Spikes
  -     Rapid Spin 

Rotom-Wash
  -     Will-O-Wisp
  -     Thunder
  -     Volt Switch
  -     Rain Dance 

Gyarados
  -     Dragon Dance
  -     Crunch
  -     Earthquake
  -     Aqua Tail

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I decided to scrap the TR idea, i basically never used it and i'm not experienced enough to run a successful TR team..

I built this around a FDP core with features like Taunt and Wide Guard in order to say goodbye to possible trolls

 



Hydreigon  
- Dark Pulse  
- Draco Meteor  
- Flamethrower  
- Earth Power

 

Gardevoir  
- Taunt  
- Moonblast  
- Psyshock  
- Thunderbolt  

 

Conkeldurr  
- Mach Punch  
- Wide Guard  
- Ice Punch  
- Drain Punch  

 

Muk-Alola  
- Knock Off  
- Pursuit  
- Poison Jab  
- Protect  

 

Aegislash    
- Shadow Sneak  
- Flash Cannon  
- Shadow Ball  
- King's Shield  

 

Serperior  
- Leaf Storm  
- Hidden Power [Fire]  
- Dragon Pulse  
- Glare  

 

I like it on paper and i tried to mantain some balance between Speed and Bulk, but i'm worried as i might be in trouble against a team with more than 1 strong Special Wall. My idea was to substitute Serp for something fast, Physical and able to take on Water Types effectively but nothing came to my mind tbh, suggestions are appreciated!

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42 minutes ago, AndSoThereIsSt3ffo said:

I decided to scrap the TR idea, i basically never used it and i'm not experienced enough to run a successful TR team..

I built this around a FDP core with features like Taunt and Wide Guard in order to say goodbye to possible trolls

 

 

  Hide contents

 

 


Hydreigon  
- Dark Pulse  
- Draco Meteor  
- Flamethrower  
- Earth Power

 

Gardevoir  
- Taunt  
- Moonblast  
- Psyshock  
- Thunderbolt  

 

Conkeldurr  
- Mach Punch  
- Wide Guard  
- Ice Punch  
- Drain Punch  

 

Muk-Alola  
- Knock Off  
- Pursuit  
- Poison Jab  
- Protect  

 

Aegislash    
- Shadow Sneak  
- Flash Cannon  
- Shadow Ball  
- King's Shield  

 

Serperior  
- Leaf Storm  
- Hidden Power [Fire]  
- Dragon Pulse  
- Glare  
 

 

 

 

I like it on paper and i tried to mantain some balance between Speed and Bulk, but i'm worried as i might be in trouble against a team with more than 1 strong Special Wall. My idea was to substitute Serp for something fast, Physical and able to take on Water Types effectively but nothing came to my mind tbh, suggestions are appreciated!

I think your team could use moves like Stealth Rock for hazard damage, chip damage is usually very important.

What your team seems to lack is to gain momentum, with moves like U-turn or Volt Switch. It makes it a lot easier to outplay your opponent.

You don't have any moves that can hit multiple opponents in Doubles/Triples, either. Spread damage is generally very useful, and Earthquake is an all around great move.

I don't think Muk needs Protect that much. It's a pretty good move, though.

One thing I also think might be a problem for you, is that all your physical attackers are pretty slow.

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On 12/2/2017 at 3:07 PM, FraRPetO said:

I think your team could use moves like Stealth Rock for hazard damage, chip damage is usually very important.

What your team seems to lack is to gain momentum, with moves like U-turn or Volt Switch. It makes it a lot easier to outplay your opponent.

You don't have any moves that can hit multiple opponents in Doubles/Triples, either. Spread damage is generally very useful, and Earthquake is an all around great move.

I don't think Muk needs Protect that much. It's a pretty good move, though.

One thing I also think might be a problem for you, is that all your physical attackers are pretty slow.

 

I'm not a fan of hazards, not in Redemption at least as in Doubles/Triples aren't that useful..

I'm switching Earth Power on Hydreigon for U-Turn and Flamethrower for Heat Wave, from what i can see as of now Wide Guard is becoming pretty popular between the leaders and it's a pain to deal with it if you rely on spreading damage. I'm considering EQ over Mach Punch on Conk but priority is always a great thing.

The last slot on Muk is between Protect/Rock Slide (mostly to hit more foes)/Rock Polish (to have more Speed and partially solve the last problem you mentioned). 

Yeah i know, that's why i need a replacement for Serp. I was thinking about either Tsareena, Breloom and Gallade (mostly for Leaf Blade) but none of them can be considered "fast", well bar M-Gallade.

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3 minutes ago, AndSoThereIsSt3ffo said:

 

I'm not a fan of hazards, not in Redemption at least as in Doubles/Triples aren't that useful..

I'm switching Earth Power on Hydreigon for U-Turn and Flamethrower for Heat Wave, from what i can see as of now Wide Guard is becoming pretty popular between the leaders and it's a pain to deal with it if you rely on spreading damage. I'm considering EQ over Mach Punch on Conk but priority is always a great thing.

The last slot on Muk is between Protect/Rock Slide (mostly to hit more foes)/Rock Polish (to have more Speed and partially solve the last problem you mentioned). 

Yeah i know, that's why i need a replacement for Serp. I was thinking about either Tsareena, Breloom and Gallade (mostly for Leaf Blade) but none of them can be considered "fast", well bar M-Gallade.

Tsareena is a great pick, imo. Its ability is amazing, which prevents stuff like Fake Out and other priority moves. Tsareena also gets U-turn.

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I tried

Spoiler

Incineroar (M) @ Life Orb  
Ability: Blaze  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Darkest Lariat  
- Will-O-Wisp  
- Flame Charge  
- Cross Chop  

Vikavolt @ Leftovers  
Ability: Levitate  
Shiny: Yes  
EVs: 252 HP / 252 SpA / 4 SpD  
Modest Nature  
- Bug Buzz  
- Air Slash  
- Thunderbolt  
- Roost  

Ninetales-Alola @ Light Clay  
Ability: Snow Warning  
Shiny: Yes  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Moonblast  
- Ice Beam  
- Aurora Veil  
- Psyshock  

Garchomp @ Garchompite  
Ability: Rough Skin  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Earthquake  
- Outrage  
- Rock Slide  
- Surf  

Araquanid @ Leftovers  
Ability: Water Bubble  
EVs: 252 HP / 4 Atk / 252 SpD  
Careful Nature  
- Toxic  
- Liquidation  
- Leech Life  
- Power Split  

Decidueye @ Life Orb  
Ability: Overgrow  
EVs: 248 HP / 252 Atk / 8 SpD  
Adamant Nature  
- Leaf Blade  
- Spirit Shackle  
- Sucker Punch  
- Swords Dance  

 

 

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  • 2 weeks later...

This is a singles focused team, and it was a mistake to run it in the league but considering it was my first time participating in this league (iirc I haven't competed in a proper league since the Reborn League) I figured I might as well try it.

 

This team is retired from league participation but I thought I'd share it regardless.

 



Espeon @ Leftovers  
Ability: Magic Bounce  
EVs: 120 HP / 136 SpA / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Calm Mind  
- Psyshock  
- Shadow Ball  
- Hidden Power [Fire]  

 

Initially, this team had Scolipede as a lead and it'd try to set up Toxic Spikes, but then people would switch in to Toxapex, swallow up my Spikes and do the same thing to me. It got irritating, and I thought about bouncing. I tried running Xatu but I thought that wasn't the best idea (my competitive history spans back to early Gen 5. I played there the most, not so much in Gen 6 and I'm just trying to learn Gen 7 now.) With all the stuff around in the new meta, since I was testing on the main Showdown ladder, I opted to go with Espeon because of Magic Bounce, and because it's nice and fast and can hit decently hard. I opted to give it a little more bulk over Sp. Atk, and add Calm Mind to get it going early or late game, depending on the scenario. Aside from that, there wasn't much logic behind Espeon being picked. I thought about a spinner, and more specifically Starmie as a 252HP/4 SAtk/ 252 Speed spinner but on the ladder it'd be useless, and the same turned out for the Redemption League. Espeon came out on top over every other choice bc of Zard too, but other than that there wasn't any sound logic behind the choice. It also comes in handy when trying to take out Toxapex, which is seen so much & HP Fire's neat for the odd Ferrothorn you see here and there that think they can catch you out. 

 

Gastrodon @ Leftovers  
Ability: Storm Drain  
EVs: 252 HP / 112 Def / 144 SpD  
Sassy Nature  
IVs: 0 Atk  
- Scald  
- Toxic  
- Recover  
- Earth Power  

 

Gastrodon was my check for Mega Metagross. I found most Megagross runners could not handle a Gastrodon being run. It was nice kind of check against Rotom-W, since Storm Drain sucks up the Water moves and gives me a nice Special Attack bonus going forward, and they're unable to do anything with Volt Switch if they want to leave. They can Will-O-Wisp, but I could get off a Toxic on a mon they switch in, and if they switched in Megagross, a +1 Earth Power does tremendous damage to it. Overall, it was just a nice stall kind of Pokemon to have, and one that I could rely on to stop stronger Pokemon in their tracks. Pretty simple - nice Pokemon to have for bulky backup.

 

Clefable @ Leftovers  
Ability: Unaware  
EVs: 252 HP / 64 Def / 192 SpD  
Calm Nature  
IVs: 0 Atk  
- Heal Bell  
- Protect  
- Moonblast  
- Wish  

 

Clefable is integral in this team I feel like. Heal Bell is essentially the key to being status-free whilst keeping the other team full of statuses, provided they don't have any Aromatherapy users or Heal Bell users themselves. I felt like Unaware is probably more crucial now than ever, particularly due to the availability of the move Aurora Veil. That allows moves and their impact to be reduced by x amount (I don't remember exactly), and then a set up sweeper comes along, with or without the Aurora Veil and tries to get 1-2 up on me, but Clefable negates the setup. Most get frustrated after the first one to two hits and switch out to keep their sweeper for later. Wish allows for Clefable to stall with Protect for long periods of time to heal HP whilst the other Pokemon is suffering from their respective status problem, or whether or not we just want to rub the opponent the wrong way. Also, Wishing into another Pokemon is very helpful. 

 

Ferrothorn @ Leftovers  
Ability: Iron Barbs  
EVs: 252 HP / 88 Def / 168 SpD  
Relaxed Nature  
- Leech Seed  
- Power Whip  
- Toxic  
- Protect  

 

Ferrothorn is a defensive monster. With Seed/Toxic, it becomes a stall nightmare alongside Protect usage. Power Whip included to prevent Taunters reducing me to using Struggle for x amount of turns. No real explanation behind the set, synergy wise it works kind of well with the Water types on the team, the Fairy on the team and Zard-X. They allow each other to cover each other's weaknesses, and Ferrothorn is just a beast in covering physical moves. Obviously it has it's flaws, like getting downed with Fire Punches and stuff like that but most of the time it's able to do the job fairly well. 

 

Charizard-Mega-X @ Charizardite X  
Ability: Tough Claws  
EVs: 164 HP / 116 Def / 228 Spe  
Jolly Nature  
- Will-O-Wisp  
- Roost  
- Dragon Claw  
- Earthquake  

 

When I was building this team I wanted to build it with Zard-X. Before quitting Pokemon for however long I was gone, I thought that Zard-X was awesome, and that I had to use it should I come back to competitive play. I came in, and I wanted to make it a more stally set, just to see what it could do. Came up with this beaut. It throws off most people expecting Zard-X (not League Leaders obv.) in normal play. Zard is able to cripple most of his physical checks with Will-O-Wisp and the extra bulk definitely comes in handy. Speed so it's not a completely slow and useless mon. DClaw/EQ for some coverage, and Roost for healing. It worked well whenever I used it, but I'd burn and switch out, because they'd send in something that would still be a credible threat i.e Tapu's and stuff. Haven't had the chance to utilise it in League play, and likely never will but in standard play it generally has been useful. 

 

Rotom-Wash @ Leftovers  
Ability: Levitate  
EVs: 248 HP / 240 Def / 20 SpD  
Bold Nature  
IVs: 0 Atk  
- Will-O-Wisp  
- Hydro Pump  
- Volt Switch  
- Pain Split  

 

Rotom-Wash comes in handy to keep Zard safe. When there's something that Zard can't burn or an attack that I don't think he will be able to tank from an Earth or Rock user, I can switch to Gastrodon or Rotom-W. I prefer Rotom-W for keeping Zard safe because of Levitate. It's bulk obviously allows it to take hits from different moves. Hydro Pump has saved me more times than I can count from stuff that actually threatened my team that I have not seen in competitive play before. Pain Split (when used correctly) provides additional healing on top of the Leftovers. Will-O-Wisp does it's job and Volt Switch can be used in singles play for a nice scout out of whatever they're going to throw at you next. Rotom-W has been key in stalling out many, many physical attackers. Burning them all and/or SplitVolting. Rotom-W's bulk & immunity to Ground really helps take the pressure off of 

 

 

To conclude: This team was designed for singles play explicitly. It has tremendous weakness to Grass when Ferrothorn and Charizard-X are off of the table. Otherwise, I've had decent success with this team on the main Showdown ladder (something like out of 50 battles, 35 were wins with 15 losses). It didn't make a dent on the Redemption League due to the leaders' ability to change to Doubles or Triples (even though I challenged only Olivia with it). So, yeah. It obviously has trouble when I get outplayed tremendously (obviously), and when it comes up against the other like super viable teams in the normal meta game. I personally had success with it, but I just felt like putting it here because I'm retiring it, and if anyone else wants to use this iteration, or use this team and make improvements around it, they can.

 

Good luck & happy battling. 

 

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I decided to test myself and build a team for the league. Take a look:

 

Spoiler

Metagross @ Metagrossite  
Ability: Clear Body  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Meteor Mash  
- Zen Headbutt  
- Brick Break  
- Protect  

 

Garchomp @ Life Orb  
Ability: Rough Skin  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Dragon Claw  
- Earthquake  
- Iron Head  
- Swords Dance

 

Togekiss @ Leftovers  
Ability: Serene Grace  
EVs: 248 HP / 252 Def / 8 SpD  
Bold Nature  
IVs: 0 Atk  
- Tailwind  
- Follow Me  
- Dazzling Gleam  
- Roost  

 

Infernape @ Life Orb  
Ability: Blaze  
EVs: 4 Def / 252 SpA / 252 Spe  
Timid Nature  
- Focus Blast  
- Heat Wave  
- Grass Knot  
- Feint  

 

Eelektross @ Expert Belt  
Ability: Levitate  
EVs: 252 HP / 252 Atk / 4 SpD  
Adamant Nature  
IVs: 0 Spe  
- Wild Charge  
- Knock Off  
- U-turn  
- Dragon Tail  

 

Mantine @ Leftovers  
Ability: Water Absorb  
EVs: 252 HP / 252 Def / 4 SpD  
Bold Nature  
IVs: 0 Atk  
- Scald  
- Wide Guard  
- Defog  
- Ice Beam 

 

It's a pretty straightfoward team (and that makes it bad, I guess), so I will not comment about the pokémons specifically in-depths. Feedbacks are heavily appreciated ^^'

Edited by HUEnd
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6 hours ago, HUEnd said:

I decided to test myself and build a team for the league. Take a look:

 

  Hide contents

Metagross @ Metagrossite  
Ability: Clear Body  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Meteor Mash  
- Zen Headbutt  
- Brick Break  
- Protect  

 

Garchomp @ Life Orb  
Ability: Rough Skin  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Dragon Claw  
- Earthquake  
- Iron Head  
- Swords Dance

 

Togekiss @ Leftovers  
Ability: Serene Grace  
EVs: 248 HP / 252 Def / 8 SpD  
Bold Nature  
IVs: 0 Atk  
- Tailwind  
- Follow Me  
- Dazzling Gleam  
- Roost  

 

Infernape @ Life Orb  
Ability: Blaze  
EVs: 4 Def / 252 SpA / 252 Spe  
Timid Nature  
- Focus Blast  
- Heat Wave  
- Grass Knot  
- Feint  

 

Eelektross @ Expert Belt  
Ability: Levitate  
EVs: 252 HP / 252 Atk / 4 SpD  
Adamant Nature  
IVs: 0 Spe  
- Wild Charge  
- Knock Off  
- U-turn  
- Dragon Tail  

 

Mantine @ Leftovers  
Ability: Water Absorb  
EVs: 252 HP / 252 Def / 4 SpD  
Bold Nature  
IVs: 0 Atk  
- Scald  
- Wide Guard  
- Defog  
- Ice Beam 

 

It's a pretty straightfoward team (and that makes it bad, I guess), so I will not comment about the pokémons specifically in-depths. Feedbacks are heavily appreciated ^^'

The team looks pretty solid! The only thing I would change is Dazzling Gleam on Togekiss with Air Slash. Gotta get that hax :D

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3 minutes ago, pyrromanis said:

The team looks pretty solid! The only thing I would change is Dazzling Gleam on Togekiss with Air Slash. Gotta get that hax :D

Even with that awful speed (196) on this EV spread? It's quite pointless trying to flinchax if you can't even go first :P. At least that was my point of view by choosing Dazzling Gleam over Air Slash.

 

#EDIT: Well, considering that I am allowed to change EVs/IVs/Nature/Item, then Air Slash would be better than Dazzling Gleam =3

Edited by HUEnd
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1 minute ago, HUEnd said:

Even with that awful speed (196) on this EV spread? It's quite pointless trying to flinchax if you can't even go first :P. At least that was my point of view by choosing Dazzling Gleam over Air Slash.

1st of all you have Tailwind so potentially it can outspeed almost everything it wants. Secondly, base 80 speed is not slow at all. It outspeeds a lot of mons, especially when many leaders tend to use mostly bulkier teams rather than Hyper Offence. Last you can always adapt your EVs in any way you like between battles, you don't have to use the same spread.

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Spoiler

Onion-chan (Hariyama) (M) @ Assault Vest  
Ability: Thick Fat  
Shiny: Yes  
EVs: 80 HP / 252 Atk / 176 SpD  
Adamant Nature  
- Fake Out  
- Close Combat  
- Knock Off  
- Wide Guard  

Ibuki (Primarina) (F) @ Choice Specs  
Ability: Liquid Voice  
EVs: 252 HP / 252 SpA / 4 SpD  
Modest Nature  
IVs: 0 Atk  
- Hyper Voice  
- Scald  
- Energy Ball  
- Moonblast  

Rufus (Excadrill) (M) @ Life Orb  
Ability: Mold Breaker  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Rapid Spin  
- Protect  
- Earthquake  
- Iron Head  

Ifrit (Charizard) (M) @ Charizardite X  
Ability: Blaze  
Shiny: Yes  
EVs: 252 Atk / 4 SpA / 252 Spe  
Lonely Nature  
- Dragon Dance  
- Dragon Claw  
- Heat Wave  
- Earthquake  

Chompers (Garchomp) (M) @ Rocky Helmet  
Ability: Rough Skin  
EVs: 252 HP / 200 Def / 56 Spe  
Impish Nature  
- Stealth Rock  
- Earthquake  
- Dragon Claw  
- Rock Slide  

Star Platinum (Metagross) @ Shuca Berry  
Ability: Clear Body  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Meteor Mash  
- Zen Headbutt  
- Thunder Punch  
- Hammer Arm  

 

I don't get to restart until Sunday, sadly, but I plan on using this heat squad all the way through. Most of the mons on this team are either favorites, or something I've grown fond of recently. Pay no mind to the items and evs as we all know those are subject to change based on whatever leader you fight. And yes, I know I'm lacking priority. That could prove to be an issue, but most of the mons here are either fast enough to where it doesn't matter, or bulky enough to where it doesn't matter. Either way, let me know what you think.

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Alright, gonna restart my Redemption League run 'cause I had a bad team. But, before I actually sign up to restart, here's the new team I'm planning on using:
 

Spoiler

 

Tyranitar 
Ability: Sand Stream  
- Rock Slide  
- Crunch  
- Earthquake  
- Superpower  

 

Dhelmise  
Ability: Steelworker  
Shiny: Yes  
- Rapid Spin  
- Earthquake  
- Power Whip  
- Anchor Shot  

 

Porygon2  
Ability: Download  
- Ice Beam  
- Thunderbolt  
- Trick Room  
- Recover  

 

Metagross-Mega 
Ability: Tough Claws   
Jolly Nature  
- Meteor Mash  
- Zen Headbutt  
- Earthquake  
- Ice Punch  

 

Rotom-Wash 
Ability: Levitate  
- Hydro Pump  
- Volt Switch  
- Toxic  
- Pain Split  

 

Ninetales-Alola 
Ability: Snow Warning  
- Blizzard  
- Freeze-Dry  
- Aurora Veil  
- Moonblast  

 

 

 

 

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