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Looking for suggestions for a bulky offensive team


Yoma_masaho

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Before E16, I'd settled on a team that I thought would be adequate for an in-game run, but found that it fared very poorly in double battles during later episodes. So, I'm looking to make a new team from scratch that's bulky but still has some offensive power behind it. I've come up with two teams, but I'm not entirely satisfied with either, and I'd like some help fixing either one or both of them.

 

Team 1:

Alolan-Ninetales @ Light Clay

Snow Warning

Timid, 252 Sp. Atk., 252 Spd

-Aurora Veil

-Blizzard

-Freeze Dry

-Moonblast

 

Alomomola @ Leftovers

Regenerator

Calm, 40 HP, 216 Def, 252 Sp. Def.

-Toxic

-Wish

-Scald

-Wide Guard

 

Hydreigon @ Life Orb

Levitate

Modest, 252 Sp. Atk., 252 Spd

-Draco Meteor

-Fire Blast

-Dark Pulse

-Flash Cannon

 

Mamoswine @ Choice Band

Thick Fat

Adamant, 252 Atk, 252 Spd

-Ice Shard

-Icicle Crash

-Earthquake

-Rock Slide

 

Volcarona @ Grassium-Z

Flame Body

Timid, 252 Sp. Atk., 252 Spd

-Quiver Dance

-Fire Blast

-Bug Buzz

-Giga Drain

 

Mawile @ Mawilite

Intimidate

Brave, 252 HP, 252 Spd

-Play Rough

-Iron Head

-Sucker Punch

-Thunder Punch

 

Pretty straight-forward strategy: set up Aurora Veil, switch in to either one the four attackers to deal damage or to Alomomola to Wish pass. I've put Wide Guard on Alomomola for Double Battles and Grassium-Z on Volcarona for bulky waters. I'm not particularly fond of Mega-Mawile due to its low speed, but I needed a Rock resist and a Fairy killer, and I went with this bulkier EV spread. I plan to switch it out for a strictly offensive Mega-Metagross when I get the stone, but even then I'm not sure if relying on Volcarona to be the only speed-boosting sweeper is a good idea.

 

Team 2:

Tangrowth @ Assault Vest

Regenerator

Sassy, 248 HP, 68 Atk, 192 Sp. Def

-Giga Drain

-Knock Off

-Hidden Power Ice

-Earthquake (eventually, but Bulldoze for now)

 

Toxapex @ Black Sludge

Regenerator

Calm, 252 HP, 252 Sp. Def

-Toxic

-Recover

-Haze

-Scald

 

Tyranitar @ Life Orb (eventually Tyranitarite)

Sand Stream

Jolly, 252 Atk, 252 Spd

-Dragon Dance

-Stone Edge

-Earthquake

-Ice Punch

 

Excadrill @ Choice Band (eventually Life Orb)

Sand Rush

Jolly, 252 Atk, 252 Spd

-X-Scissor (eventually Swords Dance)

-Iron Head

-Rock Slide

-Earthquake

 

Volcarona @ Grassium-Z

Flame Body

Timid, 252 Sp. Atk., 252 Spd

-Quiver Dance

-Fire Blast

-Bug Buzz

-Giga Drain

 

Clefable @ Leftovers

Magic Guard

Bold, 252 HP, 252 Def

-Calm Mind

-Wish

-Moonblast

-Thunder Wave

 

I like this more in theory, at least when fully realized: two naturally bulky set-up mons, double Regenerator mons and a Wish passer that can also set-up in a pinch, along with Excadrill as a speedy hitter in Sand if I don't get the opportunity for set-up. Unfortunately, Tyranitar and Excadrill share too many weaknesses, so I'll definitely be wasting Sand turns switching from TTar to one of the Regenerator mons and then to Excadrill. I also  have three mons weak to Water and three weak to Ground, which is bad for Doubles, and I don't have a ground immunity, which pretty much prevents me from spamming Earthquake. I considered getting rid of Volcarona and Clefable and getting a Togekiss, but I have no ideas for the last slot.

 

So, yeah, what changes do you suggest to make either of these teams better for both single and double battles?

 

EDIT: Switched out Knock Off on Mamoswine for Rock Slide because I realized I had nothing for Volcarona.

Edited by Yoma_masaho
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