Alright for starters i wanted to try a new ss team and I wanted to get away from the common weakness. So some of the pokemon in the team may seem out of place but they all work together really well. (thus far anyways) sorry in advance no pics.
1: StarRaptor (lead/scout)
Item: none atm
Intimidate
adamant 24 hp, 176 attack, 56 def, 252 speed
1: Close combat
2: Brave bird
3: u- turn
4: quick attack
Simple set. use to scout and annoy foes by lowering their attack. Has good coverage. All around nice leading pokemon.
2:Tyrant (t-tar)
Item: sitrius berry
Sand stream
quircky, 152 hp, 252 attack, 100 def
1: stone edge
2: crunch
3: super power
4: dragon dance
I got lazy and finally just took this nature after breeding for so long. It doesnt give me any huge boost but I got no negs either. Simple enough sets up SS. Dragon dance ups the speed and power. Berry lets me recover if I need to switch in or when Im taking a hit from using DD. I refuse to run a t-tar with stealth rock. I know many players do now and I think thats a waste of a brute attack. So I instead will take the speed and power gain to become the Tyrant that he is.
3: Anima (Houndoom)
Item: Kings rock (dont yell till I explain)
Flash fire
Timid 176 sp attack, 176 sp def, 156 speed
1: Nasty plot
2: dark pulse
3: flame thrower
4: solar beam
Fasty special attacker. Gains a large boost with the flash fire due to the Accelgor bait. This allows me to either begin my assault or set up nasty plot. Houndoom takes 2 to 3 sp attacks to drop and one well placed physical hit can do enough. Dark pluse has an ok flintch rate but with kings rock it gets a large boost. I figured head for the flintch over the life orb because it would be over kill. I have no problem dropping a foe even after one nasty plot. So why keep that same kind of power and do damage to myself? So thats my argument on running kings rock over life orb. If the foe manages to survive one hit from me then hes still gotta get past the flintch check.
4: Accelgor
Item: Big root
hydration
Calm 124 hp, 116 sp attack, 152 sp def, 116 speed
1: Giga drain
2: me first
3: Bug Buzz
4: Recover
This guy works well in almost any situation. Me first allows me to battle with annoying dragon types trying to run outrage. And pretty much almost anything I cant normally hit. Great move pool. And allows me to out speed and counter water based teams because of gigadrain and hydration. Works well with houndoom allowing houndoom to gain flash fire boost.
5: gastrondon
item: left overs
Sand force (33% boost to rock, ground, and steel base moves)
Modest 40 hp, 228 def, 68 sp attack, 172 sp def
1: muddy water
2: stock pile
3: mud bomb
4: recover
My Sand storm wall. The hope is that houndoom kills off any grass counters that the other player may have. other than that once he gets going hes hard to drop. Sand Force ups my attacks by 33% in the sand storm and both muddy water and mud bomb lower the foes acc which helps aid in the walling. His only fear is a grass base attack. and possible poision
6: Electrivire (subject to change)
Motor drive
Airballoon
Hasty 152 attack, 40 def, 100 sp def, 216 speed
1: Thunder punch
2: Cross chop
3: Fire punch
4: earthquake
Pretty standard set up for him. But again its subject to change. Covers any other weakness I might have missed. Servers as a back up water killer/ grass. can handle almost any battle situation. Works well with staraptor as bait to gain the motor drive boost.
Anyways thats the team. Comment/ rate/ hate/ idc. Just looking for feed back.


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