Let me first say that I used to battle 4th gen and I quit for quite a while, and I want to get back into it. I don't really know precisely what the metagame is, but I do know that it has changed drastically. I've been doing a bunch of research about what pokes went to what tiers... a lot of looking around on Smogon really.
Anyway, I want to make a competitive team that's rather balanced and uses some pokes that aren't just in the OU category, also using some pokes that I think have cool designs and/or niches that are perhaps not so apparent (and thus why they aren't in OU). It's going to be used mostly just to battle on this site, so I want it to stand up to OU teams.
This is what I have come up with so far... please bear with me and comment/criticize, I really just put this one together making sure I had resists covered on Marriland team builder. It might not have enough OU's in there too, but I don't want to use a lot of the common OU pokes.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 ATK / 4 DEF
Nature: Adamant (+Atk -SpA)
- Earthquake
- Stone Edge
- Stealth Rock
- Rapid Spin
Donphan is obviously my spinner, and it's probably the lead. It'll set up Stealth Rocks, and it can come in on them without too much issue to spin them away. EdgeQuake for coverage... and also to make use of Donphan's huge ATK stat. Donphan also can take some big physical hits, most likely directed at Scrafty or Galvantula... especially useful for the latter, since Donphan resists the Stone Edges aimed at Galvantula and can usually hit back at whatever's using it with a supereffective hit.
Eelektross @ Life Orb
Ability: Levitate
EVs: 252 ATK / 212 SpA / 44 Spe
Nature: Naughty (+Atk -SpD)
- Wild Charge
- Flamethrower
- Dragon Claw
- Grass Knot
Mixed Eelektross with an emphasis on ATK. He can take a couple hits, and he has no weaknesses apart from Mold Breaker Earthquakes, or maybe the odd Iron Ball Trick. To my knowledge, purely physical Eelektross doesn't carry any fire moves, so this set might (hopefully) lure in Ferrothorn for a Flamethrower after using a Wild Charge. Dragon Claw will OHKO grounded dragons, and 2HKO bulkier dragons. Grass Knot is there for better coverage, as Wild Charge will do more than Brick Break, even to specially defensive walls like Blissey. Eelektross can switch in on the Ground attacks aimed at Nidoking and can use his great coverage and attacking stats to hit back.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 252 Spe / 4 HP
Nature: Timid
- Earth Power
- Flamethrower
- Thunderbolt
- Ice Beam
Nidoking is a pretty good team player. It resists Stealth Rock, absorbs Toxic Spikes, resists fighting, and is immune to Thunder Wave. With his movepool, it also allows for a great deal of coverage, and with Sheer Force, he'll be tearing holes into pretty much everything.
Galvantula @ Choice Specs
Ability: Compoundeyes
EVs: 252 SpA / 252 Spe / 4 SpD
Nature: Timid
- Thunder
- Energy Ball
- Bug Buzz
- Volt Switch
Galv is using a choice set not only to hit extremely hard with Thunder, but also because I probably shouldn't use another Life Orb. Compoundeyes allows for Galvantula's Thunder to reach a far more acceptable accuracy, even outside of rain, and thus allows him to hit very hard on anything that isn't a ground type. With support from Donphan getting rid of Stealth Rock, Galv can switch in a lot and hit with Thunder, and of course it has Energy Ball if there are any Ground types that would switch in on him. A Scarf might be a better choice on him, since this team is largely lacking speedy sweepers, but I think the specs will perhaps work better in terms of hitting Ground types that switch in really hard with Energy Ball, and Galvantula is already pretty fast.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Nature: Relaxed
- Scald
- Earthquake
- Yawn
- Recover
Quagsire is a counter to set-up sweepers, using its ability Unaware to neutralize it and Yawn to phase. I believe most set-up sweepers are usually Dragon Dance or Swords Dance, so Quagsire is supposed to be my Physical Wall. Scald for burn chance, EQ for stab, Yawn for switch forcing and for status that this team lacks, and obviously Recover. The whole team has sufficient ways to deal with Grass types, and from what I hear, Ferrothorn is usually the only grass type most teams carry nowadays (and that's why Gastrodon is OU now). Nidoking supports both my walls by absorbing toxic spikes, and Donphan by spinning them away. Galvantula is probably the one that defends Quagsire the most, as it resists grass and can hit back with a Choiced STAB Bug Buzz.
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 248 SpD / 8 Atk
Nature: Careful
- Bulk Up
- Drain Punch
- Dragon Tail
- Rest
This is probably a common set that Scrafty runs, but it seems to be a good one. Scrafty is supposed to be my Special wall, but it also can Bulk Up to increase its Def. Drain Punch allows it more staying power, Dragon Tail is to phase, switch out the enemy poke to something Scrafty could probably handle better, and to inflict Stealth Rock damage. Shed Skin can allow Scrafty to wake up early from Rest, and thus allows him to stay in and Bulk Up more. Scrafty is really just a solid tank, but he also covers Nidoking's weakness to Psychic, and Galvantula's weakness to Rock. He is the only one with a Fighting attack on the team, however...
Let the criticism begin!


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