With the testing being done in UU, I thought it would be fun to make a team and try it out. My original goal was to get 1600, which I accomplished. As of now the team has peaked at ten, and I’m not sure if I want to use it any further or not (Laddering is boring, I'm surprised I stuck with it this long). But enough of the boring intro, lets get to the team.
This team doesn’t revolve around creating a hole for a specific sweeper but rather attempts to have every member support each other and to force switches to rack up damage through entry hazards and powerful choice attacks. If I had to pick a style it fit under, I would say bulky offense…
At A glance...
In Depth...
Roserade (M) @ Leftovers
Ability: Natural Cure
EVs: 178 HP/252 Spd/80 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Sludge Bomb
- Stun Spore
- Leech Seed
---
Overview:
When I was deciding on leads I knew I wanted spikes support. Roserade stuck out as the best for my team. Unfortunately, spikes conflicts with two of Roserade's best moves; Leaf Storm and Sleep Powder. I wasn't sure how well this set would work, but it did remarkably well. Sludge Bomb is for a solid stab attack and Stun Spore is so its not complete set-up bait. Leech Seed is to help force switches and add a bit more healing.
Synergy:
Roserade gets up entry hazards for me early, which is part of the overall goal of the team. Stun Spore allows for paralysis support, which makes threats easier to deal with. Leech Seed can help heal other members of the team, if only slightly. It has enough speed to revenge some threats coupled with water resistance and immunity to leech seed. It also can act as a status absorber thanks to natural cure.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/156 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Thunder Wave
- Iron Head
- Explosion
---
Overview:
I wanted a strong defense to fall back on when my offense wasn't able to break through. I also needed Stealth Rock to hit those immune to spikes. Registeel does that perfectly. He's very hard to kill, and has a lot of useful resistances. Thunder Wave is to catch fast sweepers trying to switch in to scare him out. Iron Head is to keep Mismagius from being able to set up on him, and as a solid attack to finish things off. Explosion is to try and score another KO when Registeel is about to die and it's not possible to save him.
Synergy:
Without Registeel, the team would be lost. He keeps so many of the top offensive threats in check and spreads paralysis. He adds another entry hazard into the mix with Stealth Rock and can blow up. He also draws in fire attacks for Arcanine.
Hitmontop (M) @ Leftovers
Ability: Technician
EVs: 240 HP/252 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Rapid Spin
- Mach Punch
- Bullet Punch
---
Overview:
Technitop with rapid spin. I needed priority, so I couldn't use the bulkier version. At the same time, since I'm forcing a lot of switches entry hazards could be a real threat to my team. Close Combat is standard STAB attack to hit anything that doesn't resist it pretty hard. Mach Punch is for revenging things that don't resist fighting, Bullet Punh is for those that do.
Synergy:
My main revenge-killer. Provides Rapid Spin support to keep entry hazards off the field which lets my other Pokemon switch in a lot more. Without him, Rain Dance would walk all over me no question, he at least provides somewhat of a check to them. He can take a few hits in the event that no one else can. Finally, he draws in Psychic Attacks that give Spiritomb the oppurtunity to switch in.
Espeon (M) @ Choice Specs
Ability: Synchronize
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Trick
- Shadow Ball
- Psychic
- Grass Knot
---
Overview:
Espeon is a threat I found a lot of teams unprepared for. This guy rips thorough anything that isn't a dedicated special wall. I considered using Gardevoir in this spot, but Espeon's speed was too much to pass up on. I'm not entirely sold on the move-set, but it's worked really well so far. His three attacks are to deal with whatever Pokemon my opponent has out, or I suspect them of switching to. Trick is to deal with walls to help break down stall teams.
Synergy:
Without him, my team would lose a lot of firepower. He helps to cleanup late game, and forces a lot of switches. Trick helps me beat stall, or Pokemon that try to set up. Not much else to say, he's a very straightforward member.
Arcanine (M) @ Choice Band
Ability: Flash Fire
EVs: 104 Hp/ 252 Atk/ 152 Spe
Adamant nature (+Atk, -SAtk)
- Extremespeed
- Flare Blitz
- Fire Fang
- Thunder Fang
---
Overview:
Another threat I found a lot of teams unprepared for, Band Arcanine. He adds a crucial fire immunity along with the ability to break down walls. With spikes support, there isn't a lot that can switch into Flare Blitz. That list drops down a lot when the Flash Fire boost is in play. Thunder Fang is for coverage, though it doesn't get a lot of use. E-Speed is to add more priority to the team to keep fast sweepers from wrecking me.
Synergy:
The biggest thing Arcanine does for the team is take fire attacks. With a boost and spikes, he can 2hko even some water-type walls, which lets him break stall very easily. He forces a lot of switches due to absorbing choice fire attacks and threatening to KO fragile sweepers with E-Speed. He also draws in water attacks, which can either be used to finish setting up spikes be Roserade or a set-up oppurtunity for Spiritomb.
Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Dark Pulse
- Calm Mind
- Sleep Talk
- Rest
---
Overview:
The star of the show. Spiritomb finds so many opportunities to switch in, and once he's in hes hard to take out. Rest/Talk allows for increased survivability and aids in pressure stalling. He also works as a status absorber. Calm Mind is what makes the set what it is. After one or two he's very hard to kill and packs a pretty strong punch. I was surprised how often I was able to get in six calm minds, but once that happens he's only dying to hax.
Synergy:
Spiritomb does so much for the team. Being able to absorb Psychic, Normal, and Fighting attacks give him ample opportunities to switch in. He is my preferred status absorber and sweeper. He also functions as a wall, having no weaknesses and a lot of bulk.
So that's my team. As you can see, its goal is to force switches and rack up entry hazard damage until it's time for one of my sweepers to come in and finish it. During early game, I try to determine which one of my three finishers will have the biggest opening, and I try to conserve them till the end. I've had some decent success with this team, but I know it's not perfect. Any advice will be considered, and I appreciate you taking the time to read my team.
One Last Look...
Team Devoted
This team doesn’t revolve around creating a hole for a specific sweeper but rather attempts to have every member support each other and to force switches to rack up damage through entry hazards and powerful choice attacks. If I had to pick a style it fit under, I would say bulky offense…
At A glance...
In Depth...
Roserade (M) @ Leftovers
Ability: Natural Cure
EVs: 178 HP/252 Spd/80 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Sludge Bomb
- Stun Spore
- Leech Seed
---
Overview:
When I was deciding on leads I knew I wanted spikes support. Roserade stuck out as the best for my team. Unfortunately, spikes conflicts with two of Roserade's best moves; Leaf Storm and Sleep Powder. I wasn't sure how well this set would work, but it did remarkably well. Sludge Bomb is for a solid stab attack and Stun Spore is so its not complete set-up bait. Leech Seed is to help force switches and add a bit more healing.
Synergy:
Roserade gets up entry hazards for me early, which is part of the overall goal of the team. Stun Spore allows for paralysis support, which makes threats easier to deal with. Leech Seed can help heal other members of the team, if only slightly. It has enough speed to revenge some threats coupled with water resistance and immunity to leech seed. It also can act as a status absorber thanks to natural cure.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/156 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Thunder Wave
- Iron Head
- Explosion
---
Overview:
I wanted a strong defense to fall back on when my offense wasn't able to break through. I also needed Stealth Rock to hit those immune to spikes. Registeel does that perfectly. He's very hard to kill, and has a lot of useful resistances. Thunder Wave is to catch fast sweepers trying to switch in to scare him out. Iron Head is to keep Mismagius from being able to set up on him, and as a solid attack to finish things off. Explosion is to try and score another KO when Registeel is about to die and it's not possible to save him.
Synergy:
Without Registeel, the team would be lost. He keeps so many of the top offensive threats in check and spreads paralysis. He adds another entry hazard into the mix with Stealth Rock and can blow up. He also draws in fire attacks for Arcanine.
Hitmontop (M) @ Leftovers
Ability: Technician
EVs: 240 HP/252 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Rapid Spin
- Mach Punch
- Bullet Punch
---
Overview:
Technitop with rapid spin. I needed priority, so I couldn't use the bulkier version. At the same time, since I'm forcing a lot of switches entry hazards could be a real threat to my team. Close Combat is standard STAB attack to hit anything that doesn't resist it pretty hard. Mach Punch is for revenging things that don't resist fighting, Bullet Punh is for those that do.
Synergy:
My main revenge-killer. Provides Rapid Spin support to keep entry hazards off the field which lets my other Pokemon switch in a lot more. Without him, Rain Dance would walk all over me no question, he at least provides somewhat of a check to them. He can take a few hits in the event that no one else can. Finally, he draws in Psychic Attacks that give Spiritomb the oppurtunity to switch in.
Espeon (M) @ Choice Specs
Ability: Synchronize
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Trick
- Shadow Ball
- Psychic
- Grass Knot
---
Overview:
Espeon is a threat I found a lot of teams unprepared for. This guy rips thorough anything that isn't a dedicated special wall. I considered using Gardevoir in this spot, but Espeon's speed was too much to pass up on. I'm not entirely sold on the move-set, but it's worked really well so far. His three attacks are to deal with whatever Pokemon my opponent has out, or I suspect them of switching to. Trick is to deal with walls to help break down stall teams.
Synergy:
Without him, my team would lose a lot of firepower. He helps to cleanup late game, and forces a lot of switches. Trick helps me beat stall, or Pokemon that try to set up. Not much else to say, he's a very straightforward member.
Arcanine (M) @ Choice Band
Ability: Flash Fire
EVs: 104 Hp/ 252 Atk/ 152 Spe
Adamant nature (+Atk, -SAtk)
- Extremespeed
- Flare Blitz
- Fire Fang
- Thunder Fang
---
Overview:
Another threat I found a lot of teams unprepared for, Band Arcanine. He adds a crucial fire immunity along with the ability to break down walls. With spikes support, there isn't a lot that can switch into Flare Blitz. That list drops down a lot when the Flash Fire boost is in play. Thunder Fang is for coverage, though it doesn't get a lot of use. E-Speed is to add more priority to the team to keep fast sweepers from wrecking me.
Synergy:
The biggest thing Arcanine does for the team is take fire attacks. With a boost and spikes, he can 2hko even some water-type walls, which lets him break stall very easily. He forces a lot of switches due to absorbing choice fire attacks and threatening to KO fragile sweepers with E-Speed. He also draws in water attacks, which can either be used to finish setting up spikes be Roserade or a set-up oppurtunity for Spiritomb.
Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Dark Pulse
- Calm Mind
- Sleep Talk
- Rest
---
Overview:
The star of the show. Spiritomb finds so many opportunities to switch in, and once he's in hes hard to take out. Rest/Talk allows for increased survivability and aids in pressure stalling. He also works as a status absorber. Calm Mind is what makes the set what it is. After one or two he's very hard to kill and packs a pretty strong punch. I was surprised how often I was able to get in six calm minds, but once that happens he's only dying to hax.
Synergy:
Spiritomb does so much for the team. Being able to absorb Psychic, Normal, and Fighting attacks give him ample opportunities to switch in. He is my preferred status absorber and sweeper. He also functions as a wall, having no weaknesses and a lot of bulk.
So that's my team. As you can see, its goal is to force switches and rack up entry hazard damage until it's time for one of my sweepers to come in and finish it. During early game, I try to determine which one of my three finishers will have the biggest opening, and I try to conserve them till the end. I've had some decent success with this team, but I know it's not perfect. Any advice will be considered, and I appreciate you taking the time to read my team.
One Last Look...