Right so after a lot of experimenting i came up with this team that im rather happy with. Its gotten me to 1480 on the UU ladder which for me is really high and im hoping to push on to the 1500's. So any advice on improving it will be a great help! The team building began with a core concept which then kinda snowballed into the final product which to my surprise i really liked. So here goes.....
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Volt Switch
- Gyro Ball
- Spikes
So here is where it all began. For a new player like me I feel that forretress is just the best beginner friendly mon out there soo reliable at spinning and spiking. Add to that his pivoting with the slow volt switch and gyro ball for mega aero etc is just great. So with this guy taking care of spinning it opened up all 4 slots for the next mon on the team who normally has to give up one move for rapid spinning.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Dark Pulse
- Aura Sphere
With blastoise having all 4 of the above moves it makes it a daunting task for most mons to switch into him as even opposing grass types have to be careful. Also he is a bulky water that provides immediate firepower to any fire types trying to bully forretress. He can also switch into Entei's sacred fire and not be rendered useless by a burn. The 152 speed investment is to be quicker than max speed Crawdaunt.
Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Toxic Spikes
Roserade was then introduced to deal with the likes of florges/ sylveon/ suicune who blastoise cannot power through along with offering some protection from electric and grass attacks. I really like the life orb set with technician to surprise opposing steels and chesnaught. Its great at removing forretress who almost always switches in and a cocky mega beedril who does not protect on the first turn. Toxic spikes is situational but is great for late game situations against stubborn blissey's & alomamola's etc.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Rock Slide
Now we move on to the 3rd part of the FWG core which is the standard Scarf Darm set. this guy is soo amazing at cleaning late game and keeping up moment with u turn completing the volt-turn core with forretress. Not much else to say. hes here for raw power and can also revenge kill a Gyarados and Mega Aero along with and grass type that takes out blastoise.
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stealth Rock
I then put Krookodile as he offers so much in this meta. Great typing along with intimidate, stealth rocks, stopping volt-swithc and pursuit trapping. He also protects forretres and roserade and with Stealth rocks Iv got all 3 types of hazards barring webs and the hazard stacking makes Darmanitans late game sweep much easier.
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Finally the standard Cleric Florges. Iv got florges over sylveon as it has more Special defence and flower veil protects roserade. Its main job is to keep its mates alive with wish and take out dragons and fighting types.
Right so this is the team now onto the threats that i really struggle with. Also it lack priority (Blastoise/Krook/Roserade not the quickest)
Celebi - Destroys Krook/Blastoise unless on switch/ roserade. NP can hurt florges as well
Conkeledurr - Very scary, Mach punch hurts darmanitan's longevity and poison jab for florges.
Porygon Z - scarf/specs both are terryfying
Tentacruel is also annoying if Krook is taken out.
Spec Sylveon - has to be revenge killed
CHANGES -
Iv tried the Sub DD Bounce set of Gyarados instead of Blastoise for Conc and Celebi which is good but then Hone Claws aero has a field trip.
Arcanine - Banded Flash Fire over Darmanitan
Great for entei and willow whispers who try and hurt Krook/ Forretress. ESpeed is also soo usefull but the tragedy is that it cannot outspeed and hence revenge kill Celebi or shaymin if to low and they are high.
So this it it. In conclusion its a fun team that does have a decent chance against most play styles. Looking forward to hearing what can be made better. Cheers.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Volt Switch
- Gyro Ball
- Spikes
So here is where it all began. For a new player like me I feel that forretress is just the best beginner friendly mon out there soo reliable at spinning and spiking. Add to that his pivoting with the slow volt switch and gyro ball for mega aero etc is just great. So with this guy taking care of spinning it opened up all 4 slots for the next mon on the team who normally has to give up one move for rapid spinning.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Dark Pulse
- Aura Sphere
With blastoise having all 4 of the above moves it makes it a daunting task for most mons to switch into him as even opposing grass types have to be careful. Also he is a bulky water that provides immediate firepower to any fire types trying to bully forretress. He can also switch into Entei's sacred fire and not be rendered useless by a burn. The 152 speed investment is to be quicker than max speed Crawdaunt.
Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Toxic Spikes
Roserade was then introduced to deal with the likes of florges/ sylveon/ suicune who blastoise cannot power through along with offering some protection from electric and grass attacks. I really like the life orb set with technician to surprise opposing steels and chesnaught. Its great at removing forretress who almost always switches in and a cocky mega beedril who does not protect on the first turn. Toxic spikes is situational but is great for late game situations against stubborn blissey's & alomamola's etc.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Rock Slide
Now we move on to the 3rd part of the FWG core which is the standard Scarf Darm set. this guy is soo amazing at cleaning late game and keeping up moment with u turn completing the volt-turn core with forretress. Not much else to say. hes here for raw power and can also revenge kill a Gyarados and Mega Aero along with and grass type that takes out blastoise.
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stealth Rock
I then put Krookodile as he offers so much in this meta. Great typing along with intimidate, stealth rocks, stopping volt-swithc and pursuit trapping. He also protects forretres and roserade and with Stealth rocks Iv got all 3 types of hazards barring webs and the hazard stacking makes Darmanitans late game sweep much easier.
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Finally the standard Cleric Florges. Iv got florges over sylveon as it has more Special defence and flower veil protects roserade. Its main job is to keep its mates alive with wish and take out dragons and fighting types.
Right so this is the team now onto the threats that i really struggle with. Also it lack priority (Blastoise/Krook/Roserade not the quickest)
Celebi - Destroys Krook/Blastoise unless on switch/ roserade. NP can hurt florges as well
Conkeledurr - Very scary, Mach punch hurts darmanitan's longevity and poison jab for florges.
Porygon Z - scarf/specs both are terryfying
Tentacruel is also annoying if Krook is taken out.
Spec Sylveon - has to be revenge killed
CHANGES -
Iv tried the Sub DD Bounce set of Gyarados instead of Blastoise for Conc and Celebi which is good but then Hone Claws aero has a field trip.
Arcanine - Banded Flash Fire over Darmanitan
Great for entei and willow whispers who try and hurt Krook/ Forretress. ESpeed is also soo usefull but the tragedy is that it cannot outspeed and hence revenge kill Celebi or shaymin if to low and they are high.
So this it it. In conclusion its a fun team that does have a decent chance against most play styles. Looking forward to hearing what can be made better. Cheers.