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Redemption League RMT


Bazaro

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Bah, why the hell not.

Dragalge @ Black Sludge
Ability: Poison Point
EVs: 236 HP / 228 Def / 44 SpD
Impish Nature
- Toxic Spikes
- Dragon Tail
- Gunk Shot
- Scald

Mandibuzz @ Leftovers
Ability: Big Pecks
EVs: 152 HP / 164 Def / 192 SpD
Careful Nature
- Knock Off
- Defog
- Roost
- Aerial Ace

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
IVs: 0 Spe
- Recover
- Charge Beam
- Ice Beam
- Trick Room

Hippowdon @ Lum Berry
Ability: Sand Stream
EVs: 212 HP / 60 Def / 236 SpD
Calm Nature
- Slack Off
- Facade
- Yawn
- Stockpile

Rhyperior @ Assault Vest
Ability: Solid Rock
EVs: 40 HP / 252 Atk / 216 SpD
Sassy Nature
- Rock Slide
- Earthquake
- Hammer Arm
- Crunch

Chandelure @ Focus Sash
Ability: Flash Fire
- Heat Wave
- Shadow Ball
- Energy Ball
- Hidden Power [Fighting]

Edited by Noivy
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HI :D

Please rate my team.

Togekiss (F) @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 232 Def / 28 SpD
Calm Nature
IVs: 0 Atk
- Aura Sphere
- Tailwind
- Wish
- Air Slash

Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Iron Head
- Zen Headbutt
- Earthquake
- Rock Slide


Serperior @ Life Orb
Ability: Contrary
EVs: 252 HP / 176 Def / 80 SpD
Sassy Nature
- Leaf Storm
- Glare
- Synthesis
- Aromatherapy

Chandelure @ Life Orb
Ability: Flash Fire
EVs: 248 HP / 224 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Shadow Ball
- Energy Ball

Clefable @ Leftovers
Ability: Magic Guard
EVs: 244 HP / 240 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Calm Mind
- Moonblast
- Protect

Gliscor (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 24 Def / 240 SpD
Careful Nature
- Tailwind
- Earthquake
- Knock Off
- Roost

Edited by Zethe
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Kinda tempted to try this:

META IS LAME (Talonflame) (M) @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Brave Bird
- Roost
- Swords Dance
TITLE DROP (Espeon) (M) @ Leftovers
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Baton Pass
- Psyshock
- Substitute
EXCAKILL :D (Excadrill) (M) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
trollipede (Scolipede) @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Protect
- Baton Pass
- Endeavor
Duchess (Breloom) @ Life Orb
Ability: Technician
EVs: 248 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Edited by Hackspeon
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  • 2 weeks later...

Alriight since apparently the League registration starts tomorrow I really need to crunch time for putting on the final touches for this team.

So this is the roster I'm thinking about working on. The K.R Stands for Kamen Rider, because I've been on a binge for the last two weeks.

K.R Cherry (Milotic) (F) @ Leftovers
Ability: Marvel Scale
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Mirror Coat
- Scald
- Recover
- Ice Beam
My defensive wall, here to eat up NSE attacks and punish accordingly, funnest thing is to switch in on a big special attacker and Mirror Coat. Scald for STAB and the possible burn, Ice beam for coverage and Recover for...well, recovery. A solid member of the team and has been since Emerald
K.R Spectre (Bisharp) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Sucker Punch
- Iron Head
The mon that started the naming theme, Spectre is part of the Steel/Fairy/Dragon core I've become fond of, high power STAB in Iron Head and Knock Off make this a great Psychic/Fairy killer and an all around threat
K.R Titania (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpA
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
K.R BlackDragon (Haxorus) (M) @ Lum Berry
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 36 SpD / 220 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Poison Jab
- Earthquake
K.R Mammoth (Mamoswine) (M) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 6 SpD / 252 Spe
Naive Nature
- Stealth Rock
- Icicle Crash
- Ice Shard
- Earthquake
K.R Nobunaga (Roserade) (M) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Hidden Power [ice]
- Giga Drain
- Sludge Bomb
- Spikes

Honestly for that last spot I'm genuinely considering switching out Roserade for Serperior or Lilligant but what do y'all think? Suggestions, Review?
Edited by Grizzlybrand
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Here's my meh team that I litereally just threw mons that I felt like using, which I totally didn't do with Reborn League and somehow did alright lol. Definitely thinking about swapping out SD on Chomp for something like Poison Jab or Iron Head and Pain Split on Rotom-W for possibly Trick or Rest. Idk.

Magnezone @ Choice Scarf

Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 108 HP / 152 Atk / 104 Def / 144 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Gengar @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Sludge Wave
- Shadow Ball
- Icy Wind
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I, um, am not really sure what I'm doing, but I threw together a team based on Smogon sets. What do you guys think?

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Reflect
- Light Screen
- Fairy Lock
- Foul Play

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Taunt

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Bisharp @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

...Did I do good? Did I win the cookie?!

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I, um, am not really sure what I'm doing, but I threw together a team based on Smogon sets. What do you guys think?

Klefki @ Light Clay

Ability: Prankster

EVs: 252 HP / 4 Def / 252 SpD

Calm Nature

- Reflect

- Light Screen

- Fairy Lock

- Foul Play

Haxorus @ Life Orb

Ability: Mold Breaker

EVs: 16 HP / 252 Atk / 240 Spe

Adamant Nature

- Dragon Dance

- Outrage

- Earthquake

- Taunt

Azumarill @ Choice Band

Ability: Huge Power

EVs: 172 HP / 252 Atk / 84 Spe

Adamant Nature

- Play Rough

- Waterfall

- Aqua Jet

- Superpower

Talonflame @ Sharp Beak

Ability: Gale Wings

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

- Brave Bird

- Flare Blitz

- Swords Dance

- Roost

Ferrothorn @ Leftovers

Ability: Iron Barbs

EVs: 252 HP / 88 Def / 168 SpD

Relaxed Nature

- Stealth Rock

- Leech Seed

- Gyro Ball

- Power Whip

Bisharp @ BlackGlasses

Ability: Defiant

EVs: 252 Atk / 52 SpD / 204 Spe

Adamant Nature

- Knock Off

- Iron Head

- Sucker Punch

- Pursuit

...Did I do good? Did I win the cookie?!

I mean, if you got them from the Smogon site then there really isn't much wrong with it. There's just one thing I'd suggest (not an improvement, just a suggestion) is that people often run Belly Drum + Sitrus Berry Azumarill, and that +Huge Power + Priority Aqua Jet kills most that doesn't resist water.

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@Supermario: the biggest problem I can see is your entire team is made up of physical attackers, so you're going to have trouble with pesky physical walls or anything with Iron Barbs or Rough Skin.

@Derpy Simon: Psychic is useless coverage on Gengar. If you want to hit fighting types hard, use Dazzling Gleam since it also hits incoming Dark types very nicely. Since you have both a Garchomp and a Rotom-W, you also might try changing Thunderbolt on Magnezone for Discharge to hit harder in Doubles and Triples. While you can always change abilites, I'd suggest generally running Guts over Iron Fist on Conk to better prepare for status absorbing from your other mons which may not want to be whittled down by status.

These are just suggestions, so feel free to ignore if you'd like.

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I comptelely forgot to change Conk's ability wtf xD. And the only reason why I'm running Psychic is because I have nothing truly for certain Poison-types once my Chomp goes down such as an opposing Gengar, Crobat, or Amoongus. Not really worried about Fighting type too much, but they're definitely up there with Ground and Fairy types that body my team. But yea, I'll take all of those suggestions in mind. Thanks mate.

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@Supermario: the biggest problem I can see is your entire team is made up of physical attackers, so you're going to have trouble with pesky physical walls or anything with Iron Barbs or Rough Skin.

Oh, okay. I did a bit more research, and I think that this team might be a little better. What do you think?

Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Hasty Nature
- Spikes
- Toxic Spikes
- Endeavor
- Megahorn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Fire Blast
- Soft-Boiled
- Focus Blast
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Giga Drain

Is this better, Author-Senpai? (@_@ll)

Edited by supermario79411
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  • Support Squad

Rate my team pls. Thanks.

Volcarona @ Wise Glasses

Ability: Flame Body

EVs: 252 SpA / 4 SpD / 252 Spe

Modest Nature

- Quiver Dance

- Bug Buzz

- Flamethrower

- Giga Drain

Excadrill @ Air Balloon

Ability: Mold Breaker

EVs: 248 HP / 252 Atk / 8 SpD

Adamant Nature

- Rapid Spin

- Earthquake

- Stealth Rock

- Iron Head

Conkeldurr @ Flame Orb

Ability: Guts

EVs: 248 HP / 252 Atk / 8 SpD

Adamant Nature

- Drain Punch

- Bulk Up

- Fire Punch

- Mach Punch

Weavile @ Life Orb

Ability: Pressure

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Fake Out

- Low Kick

- Icicle Crash

- Ice Shard

Arcanine @ Life Orb

Ability: Intimidate

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Flare Blitz

- Outrage

- Extreme Speed

- Iron Head

Slowbro @ Leftovers

Ability: Regenerator

EVs: 252 HP / 252 Def / 4 SpA

Bold Nature

- Scald

- Slack Off

- Psyshock

- Calm Mind

Just saying, the ultimate Volcarona for league is Qdance, roost, Bug buzz and heat wave. Heatwave is applicable in triples/doubles and Qdance/roost allows the possibility for sweeps in singles if you get the chance to set up on a special attacker. as for item I like lefties but it's your call.

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After some weeks with a lot of testing I have come up with 2 teams and can't decide which one I should register. I need to note that the 1st team looks more solid but I hate to use so many OU pokemon (especially that washing machine...).

Team A

Sylveon
- Hyper Voice
- Wish
- Protect
- Heal Bell
Bisharp
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
Goodra
- Draco Meteor
- Fire Blast
- Sludge Bomb
- Muddy Water
Conkeldurr
- Drain Punch
- Mach Punch
- Knock Off
- Poison Jab
Rotom-Wash
- Hydro Pump
- Volt Switch
- Discharge
- Trick
Claydol
- Earthquake
- Trick Room
- Stealth Rock
- Zen Headbutt



Team B


Accelgor
- Bug Buzz
- Encore
- Energy Ball
- Focus Blast
Espeon
- Light Screen
- Reflect
- Dazzling Gleam
- Psyshock
Steelix
- Stealth Rock
- Earthquake
- Roar
- Gyro Ball
Goodra
- Draco Meteor
- Fire Blast
- Sludge Bomb
- Muddy Water
Talonflame
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Dusknoir
- Will-O-Wisp
- Shadow Sneak
- Ice Punch
- Rock Slide

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  • Support Squad
Talonflame @ Focus Sash
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Will-O-Wisp
- Tailwind
- Taunt
- Flare Blitz
literally my attempt at trying to use Talon without feeling cheap. A nice crippler lead that uses Talons speed to its advantage without abusing BBird. Especially nice as a lead as it's speed can let it taunt a lot of SR users or burn the slower physical attackers. Plus gale wings means that if nothing else I can get off a nice tailwind as it dies. Oh, and Blitz for the hurt. Simple.
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Ice Punch
- Earthquake
- Rock Slide
- Iron Head
Hogwarts, my wonderful physical specialist. Also very useful in trips, abusing EQ and rock slide to hit as many people as posible. Hard. Was tempted to go for Rock polish instead of rock slide so a weakness policy sweep was a possibility but I've found set up to be quite ineffective as many leaders always seem to like trips/doubles. In my experience that is.
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [ice]
- Substitute
Hard hitting special attacker. possible to get a sub/storm sweep in singles or situational use in trips. If it gets ignored in triples, the opposition will regret it.
Gengar @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Will-O-Wisp
- Trick
- Shadow Ball
- Sludge Bomb
Another crippler/special attacker. Will o for the lovely amount of use and a back up burning if I need one and Talon has already gone down, Trick to make sure I'm not bogged down by specs and could possibly screw over a stall mon should the need arise.
Conkeldurr @ Leftovers
Ability: Guts
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
A tricky set that gives me some leeway in battles in case the leaders get cocky and think they know my game just from the move set. Go in with a standard iron fist set, they think it's safe to burn/para. It really isn't. All attack also makes AV more viable if I'm going against a type with a lot of Sp attackers.
Bisharp @ Life Orb
Ability: Defiant
- Iron Head
- Sucker Punch
- Substitute
- Power-Up Punch
This guy is really here for type coverage to help the rest of the team. Bring him out on something he resists, go for substitute and power up punch, then proceed to Sucker punch everything. If they get smart and try to Will o me or something, set up another sub or switch to Talon/Conk to take the status.
Thoughts?

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Talonflame @ Focus Sash
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Will-O-Wisp
- Tailwind
- Taunt
- Flare Blitz
literally my attempt at trying to use Talon without feeling cheap. A nice crippler lead that uses Talons speed to its advantage without abusing BBird. Especially nice as a lead as it's speed can let it taunt a lot of SR users or burn the slower physical attackers. Plus gale wings means that if nothing else I can get off a nice tailwind as it dies. Oh, and Blitz for the hurt. Simple.
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Ice Punch
- Earthquake
- Rock Slide
- Iron Head
Hogwarts, my wonderful physical specialist. Also very useful in trips, abusing EQ and rock slide to hit as many people as posible. Hard. Was tempted to go for Rock polish instead of rock slide so a weakness policy sweep was a possibility but I've found set up to be quite ineffective as many leaders always seem to like trips/doubles. In my experience that is.
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [ice]
- Substitute
Hard hitting special attacker. possible to get a sub/storm sweep in singles or situational use in trips. If it gets ignored in triples, the opposition will regret it.
Gengar @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Will-O-Wisp
- Trick
- Shadow Ball
- Sludge Bomb
Another crippler/special attacker. Will o for the lovely amount of use and a back up burning if I need one and Talon has already gone down, Trick to make sure I'm not bogged down by specs and could possibly screw over a stall mon should the need arise.
Conkeldurr @ Leftovers
Ability: Guts
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
A tricky set that gives me some leeway in battles in case the leaders get cocky and think they know my game just from the move set. Go in with a standard iron fist set, they think it's safe to burn/para. It really isn't. All attack also makes AV more viable if I'm going against a type with a lot of Sp attackers.
Bisharp @ Life Orb
Ability: Defiant
- Iron Head
- Sucker Punch
- Substitute
- Power-Up Punch
This guy is really here for type coverage to help the rest of the team. Bring him out on something he resists, go for substitute and power up punch, then proceed to Sucker punch everything. If they get smart and try to Will o me or something, set up another sub or switch to Talon/Conk to take the status.
Thoughts?

Rhyperior could run something else than Ice Punch since you have so many of Ice moves. Maybe Megahorn? Nice and powerful.

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  • Support Squad

Rhyperior could run something else than Ice Punch since you have so many of Ice moves. Maybe Megahorn? Nice and powerful.

Yeah but when I get to the flying/ground leader I don;t want rhy to be walled by something like gliscor without being able to touch it. It also helps against more grass types, if for some reason I think rhy could ~take~ a grass move. Megahorn helps with the grass weakness and, really that's it alongside being less reliable. It's a tried and true moveset.

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Your team seems fine against Gliscor. Trick Scarf Gengar vs Gliscor for example; no stalling for Gliscor. Burn it, Ice Punch it with Conkeldurr, Substitute Serperior and boost it and kill it. You're lacking Electric moves, though. Maybe Thunder Punch if you don't like Megahorn?

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team here: (no one responded to the last time i [posted this and i kinda need help, so yeah... this is also the reason i haven't posted in the main thread, sorry sparks :3)

Typical Ubermon (Aegislash) (M) @ Leftovers

Ability: Stance Change
Shiny: Yes
EVs: 60 HP / 180 Atk / 116 Def / 152 SpD
Adamant Nature
- King's Shield
- Toxic
- Iron Head
- Brick Break
Not Vinny (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 180 Atk / 76 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Icicle Crash
- X-Scissor
- Knock Off
TSM (Exploud) (M) @ Choice Specs
Ability: Scrappy
EVs: 40 HP / 128 Def / 252 SpA / 88 SpD
Modest Nature
- Boomburst
- Blizzard
- Focus Blast
- Surf
Clarice (Breloom) (F) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 60 HP / 188 Atk / 152 Def / 108 SpD
Adamant Nature
- Facade
- Superpower
- Seed Bomb
- Protect
Rockbolt (Arcanine) (M) @ Assault Vest
Ability: Justified
EVs: 156 Atk / 100 SpA / 252 Spe
Hasty Nature
- Close Combat
- Heat Wave
- Dragon Pulse
- Extreme Speed
Dresmilda (Alakazam) (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 84 Def / 172 SpA / 252 Spe
Timid Nature
- Focus Blast
- Shadow Ball
- Psychic
- Energy Ball

some things i notice off the bat:
-gaping weakness to fire ;A;
-Kinda slow tbh, and no real bulk to cover that
-nothing for hazards
---
help me pl0x
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Typical Ubermon (Aegislash) (M) @ Leftovers

Ability: Stance Change
Shiny: Yes
EVs: 60 HP / 180 Atk / 116 Def / 152 SpD
Adamant Nature
- King's Shield
- Toxic
- Iron Head
- Brick Break
Not Vinny (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 180 Atk / 76 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Icicle Crash
- X-Scissor
- Knock Off
TSM (Exploud) (M) @ Choice Specs
Ability: Scrappy
EVs: 40 HP / 128 Def / 252 SpA / 88 SpD
Modest Nature
- Boomburst
- Blizzard
- Focus Blast
- Surf
Clarice (Breloom) (F) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 60 HP / 188 Atk / 152 Def / 108 SpD
Adamant Nature
- Facade
- Superpower
- Seed Bomb
- Protect
Rockbolt (Arcanine) (M) @ Assault Vest
Ability: Justified
EVs: 156 Atk / 100 SpA / 252 Spe
Hasty Nature
- Close Combat
- Heat Wave
- Dragon Pulse
- Extreme Speed
Dresmilda (Alakazam) (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 84 Def / 172 SpA / 252 Spe
Timid Nature
- Focus Blast
- Shadow Ball
- Psychic
- Energy Ball

some things i notice off the bat:
-gaping weakness to fire ;A;
-Kinda slow tbh, and no real bulk to cover that
-nothing for hazards

Your Aegislash would be better off with Shadow Ball or Shadow Sneak and give Brick Break to Weavile (if you're using it to remove opponent's Reflect/Light Screen).

Other than that, it looks fine if it's gonna be a Toxic staller, but it would mostly work on Physical enemies.

Your Weavile has a strange moveset with Aerial Ace. Maybe you can give it Fake Out or Ice Shard instead of Aerial Ace and Brick Break instead of X-Scissor. Brick Break is strong against other Dark Types, Steel types and Knock Off STAB is already strong against Psychic types.

Its EVs should also max attack since it's already weak. It won't survive many attacks and should act like a threat that does as much damage as possible.

I think Exploud has an okay moveset, but you could try Icy Wind instead of Blizzard. It slows down the opponent's team, hits all opponent's in Doubles and Triples (Depending on Exploud's position).

You could also replace Focus Blast with Flamethrower or Fire Blast, but it's up to you.

I think you should give Breloom Spore. One opponent sleeping is always a very good advantage. Drain Punch would also work much better than Superpower, it doesn't drop your Attack and Defense when used and you'll heal with Drain Punch.

Facade is alright, but maybe you can consider Substitute for better stalling.

Arcanine could be better off with Iron Head or Wild Charge instead of Close Combat since you already have lots of Fighting type moves. Iron Head pressures and kills Fairy types easily (except for a few) and Wild Charge would give you an Electric type move since you don't have one. Good coverage, too. Intimidate as Ability is also a much better one, especially in Doubles and Triples.

Alakazam's moveset is just fine IMO.

About your team's EVs, maybe you should change them up to fit their roles more. For Example Alakazam needs max special attack to hit hard. It doesn't need defense EVs. If you want to guarantee to let it live a hit, use Focus Sash.

Use items well in League.

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About your team's EVs, maybe you should change them up to fit their roles more. For Example Alakazam needs max special attack to hit hard. It doesn't need defense EVs. If you want to guarantee to let it live a hit, use Focus Sash.

Use items well in League.

You can change up the EVs in the middle of the league, so you can change your mons to suit any leader.

The weavile should really have Ice Shard or some priority move. one mach punch could end it, and if a salamence d-dances? it's over... unless you hit it with an ice shard.

Ghost stab is superior to Brick Break on Aegislash. You already have an abundance of fighting moves.

You could potentially run flash fire on Arcanine. If you predict the fire move you can switch and soak it up. Other than that, intimidate is pretty good.

On exploud, you could run HP Ground instead of focus blast. again, overabundance of fighting moves

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Welp I'll probably get in on the action. I wanna see what you guys might think about this.

Breloom @ Focus Sash

Ability: Technician

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Mach Punch

- Bullet Seed

- Spore

- Rock Tomb

Infernape @ Focus Sash

Ability: Blaze

EVs: 252 Atk / 4 SpA / 252 Spe

Hasty Nature

- Fake Out

- Overheat

- Close Combat

- Stealth Rock

Dragonite @ Weakness Policy

Ability: Multiscale

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Dragon Claw

- Dragon Dance

- Extreme Speed

- Fire Punch

Aegislash @ Leftovers

Ability: Stance Change

EVs: 252 HP / 252 Atk / 4 SpD

Adamant Nature

- Shadow Sneak

- Iron Head

- Swords Dance

- King's Shield

Rotom-Wash @ Leftovers

Ability: Levitate

EVs: 252 HP / 4 SpA / 252 SpD

Bold Nature

- Hydro Pump

- Thunderbolt

- Pain Split

- Will-O-Wisp

Mamoswine @ Life Orb

Ability: Thick Fat

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Ice Shard

- Knock Off

- Superpower

- Earthquake

I know you may think it's dinky. But I've seen it in action and it does very well against just about anything. EVs, Natures, Items, Abilities are all subject to change by Leader.

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Welp I'll probably get in on the action. I wanna see what you guys might think about this.

Breloom @ Focus Sash

Ability: Technician

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Mach Punch

- Bullet Seed

- Spore

- Rock Tomb

Infernape @ Focus Sash

Ability: Blaze

EVs: 252 Atk / 4 SpA / 252 Spe

Hasty Nature

- Fake Out

- Overheat

- Close Combat

- Stealth Rock

Dragonite @ Weakness Policy

Ability: Multiscale

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Dragon Claw

- Dragon Dance

- Extreme Speed

- Fire Punch

Aegislash @ Leftovers

Ability: Stance Change

EVs: 252 HP / 252 Atk / 4 SpD

Adamant Nature

- Shadow Sneak

- Iron Head

- Swords Dance

- King's Shield

Rotom-Wash @ Leftovers

Ability: Levitate

EVs: 252 HP / 4 SpA / 252 SpD

Bold Nature

- Hydro Pump

- Thunderbolt

- Pain Split

- Will-O-Wisp

Mamoswine @ Life Orb

Ability: Thick Fat

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Ice Shard

- Knock Off

- Superpower

- Earthquake

I know you may think it's dinky. But I've seen it in action and it does very well against just about anything. EVs, Natures, Items, Abilities are all subject to change by Leader.

Between Dragonite and the two Sashes, I'm really not sure about why you don't run some short of hazard removal. I think it will have too many instances of "fire off a prio move and get one-shot" after the sashes and Scale break on the rocks. It's looking fine, other than that, perhaps a Weakness Policy on Aegis would help it more. Also consider a Wide Guard special set for some multis protection over set-up priority. You run enough prion anyway. Dragonite on the other hand, can lose its Multiscale too easily right now, be it from rocks, faster burn/poison, sand or hail, rocks, double-teaming in multis etc, so consider a Lum Berry over the WP.

Careful with WoW spam and Scald spam.

Now you know the leaders and their fighting tendencies much better than me. I have no idea what they like to do and what they are gonna do.

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I don't know how to team or how to test team but here's a thing I threw together real quick.

Amor (Gardevoir) (F) @ Choice Scarf

Ability: Trace
Shiny: Yes
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
- Moonblast
- Psychic
- Dazzling Gleam
- Shadow Ball
Gladius (Gallade) @ Focus Sash
Ability: Justified
Shiny: Yes
EVs: 132 HP / 196 Atk / 180 Spe
Adamant Nature
- Close Combat
- Zen Headbutt
- Wide Guard
- Icy Wind
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 44 Def / 212 SpA
Modest Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect
Bisharp (F) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect
Garchomp (M) @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect
Talonflame (F) @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Quick Guard

Willing to change anything (including members) barring Garde/Gallade. I want them to be the core.

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