Epic C Posted December 10, 2016 Share Posted December 10, 2016 (edited) Time for some Rocks Rex Rocks (Tyranitar) @ Smooth Rock Ability: Sand Stream EVs: 252 HP / 4 Atk / 252 SpD Sassy Nature - Rock Slide - Stealth Rock - Crunch - Fire Blast Sandstorm is. Ofc. Very very Nice for Rock types, Stealth Rock for residual damage, Rock Slide/Crunch for STAB and Fire Blast for any Steel/Grass types Aurock (Aurorus) @ Life Orb Ability: Refrigerate EVs: 252 HP / 252 SpA / 4 SpD Quiet Nature IVs: 0 Atk - Hidden Power Grass - Earth Power - Hyper Voice - Freeze-Dry To get rid of most of those bulky Water types, gotta have Freeze Dry ready, and with Hyper Voice for main Damaging Attack, and HP-Grass/Earth Power for some nice, extra coverage. Magnerock (Golem-Alola) @ Firium Z Ability: Galvanize Happiness: 0 EVs: 100 HP / 252 Atk / 156 SpA Brave Nature - Rock Slide - Frustration - Explosion - Fire Blast To make sure those Water types think twice before staying in, we have Galvanize Golem, Explosion is a last resort sort of kill switch, while Z-Fire Blast (Was suggested to me by FraRPeto/Wash) Keeps Scizor and Ferrothorn on their toes. Frustration/Rock Slide for main STAB. Fairy Rock (Carbink) @ Light Clay Ability: Sturdy EVs: 248 HP / 8 SpA / 252 SpD Sassy Nature IVs: 0 Atk / 0 Spe - Trick Room - Dazzling Gleam - Light Screen - Reflect Now for the Support! Carbink is super bulky and in Sand, it has over 600 Special Defense, It's guaranteed to live just about anything Special. Trick Room is the main gimmick, Dual Screens for Support and Dazzling Gleam for some damage. Totally a Rock (Nihilego) @ Air Balloon Ability: Beast Boost EVs: 252 HP / 252 SpA / 4 SpD Quiet Nature IVs: 0 Atk / 0 Spe - Trick Room - Sludge Bomb - Psychic - Power Gem The other Special Powerhouse of the Team and the backup Trick Room, Psychic to get rid of the Fighting types, Sludge Bomb and Power Gem for STAB. Emperor of Rocks (Rhyperior) @ Assault Vest Ability: Solid Rock EVs: 252 HP / 252 Atk / 4 SpD Adamant Nature - Rock Slide - Hammer Arm - Fire Punch - Drill Run The literal Tank, meant to take alot of punishment and do alot of punishment back, Rock Slide and Drill Run for main STAB, Fire Punch for Steel types, Hammer Arm to become faster in TR as well as extra Coverage. Sooooo.... How is it? Edited December 10, 2016 by Epic C Quote Link to comment Share on other sites More sharing options...
Cyanna Cyril Posted December 10, 2016 Share Posted December 10, 2016 These sets don't really reflect doubles strategies too well. There's no protects or wide guards or quick guards on the team. There's also the question about whether carbink or someone like shuckle would be better for the team, since shuckle can set up sticky web to make your rocks faster than their... not rocks. One last problem that I see is all of the mons here have 4x weaknesses to some time (fighting, ground, water/grass, steel). Rock really isn't a super great defensive type, but maybe you could look into a little more variety. Also, when adding protects on the team, you can then utilize earthquake to a much better potential. Seems like an interesting team though. Quote Link to comment Share on other sites More sharing options...
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