Hey guys, this is my current ORAS team that I'm using for competitive battle spot, but I'm having difficulties getting over .500 wins. Also, this is my first time posting on smogon...if I'm doing anything wrong/posting this in the wrong spot/should've checked out this resource first, please let me know! I've read most of the Battle spot forum, the tier lists, and the posting guides, but I still may have missed something.
Sooo....the idea of my team is 1) take out or cripple a core pokemon, 2) Set up reflect and/or light screen and pass paralysis, 3) sweep with BD Azumarill or a different pokemon.
Garchomp @ Choice Scarf
Ability: Sand Veil
Nature: Adamant
EVS: 252 Atk / 252 Spe / 8 HP
- Rock Slide
- Iron head
- Outrage
- Earthquake
This is my typical lead pokemon and my immunity to electric type attacks. Choice Scarf with max Speed investment makes me faster than Life Orb +Spe Greninja and Mega Gengar. Rock slide provides coverage for flying pokemon (its basically just for zapdos...), Iron head for fairy types, and STAB Earthquake and Outrage for everything else.
HP Ice on faster choice scarf'd pokemon, typically Landorus and Thundurus, are a significant problem for Garchomp and force me to switch out until I know for a fact that they aren't choice scarf'd.
Rotom - W @ Choice Specs
Ability: Levitate
EVS: 252 Hp / 168 Def / 84 SpD
Nature: Bold
-Trick
-Hydro Pump
-Volt Switch
-HP Ice
My secondary lead and my pivot of choice, although the lack of recovery makes it rather frail. Choice Specs makes up for my lack of investment in SpA, and Trick allows me to get rid of the specs if I don't need it. Trick cripples bulky walls, which will typically be Suicune, Cresselia, or Evolite pokemon, but its useless against Mega evolved Walls like Mega-Slowbro. I like HP Ice because it catches people off guard, so it's great for the surprise KO on common dragon-type pokemon like Garchomp and Salamence.
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 248 SpD / 8 Def
Nature: Careful
- Thunder Wave
- Reflect
- Light Screen
- Foul Play
My secondary pivot and MVP support that I use in conjunction with Rotom-W quite often. With max SpD investment, Klefki is only scared of Physical ground and fire type moves, both of which are resisted by Rotom-W. Mold Breaker Earthquakes from Excadrill and Mega-Gyarados are the one thing that screws this combo, but Reflect helps a lot in dealing with those. Dual Screens is my preferred set up for BD Azumarill, as it'll allow it to tank a shot, then use Play Rough or Super power if I know Aqua Jet won't OHKO. I've tried Trick Room before, but there are a lot of slow pokemon out there that ruin this plan (namely every grass type wall out there + slowbro). Thunder Wave is great for crippling fast pokemon that check Azumarill. Foul Play is for Aegislash, anti-taunt and to punish people who stack Sword Dances.
Azumarill @ Sitrus Belly
Ability: Huge Power
Nature: Adamant
EVs: 252 HP / 252 Atk / 8 SpD
- Play Rough
- Superpower
- Belly Drum
- Aqua Jet
Needs not much introduction. BD+Aqua Jet STAB with Huge power kills almost everything, and then Play Rough kills everything else. Superpower is for Ferrothorn. I gave it max EV in HP so that it can function as a pivot versus dragon pokemon and resisted moves in situations where I have no time to set up BD.
Talonflame @ Lum Berry
Ability: Gale Wings
Nature: Adamant
EVs: 252 HP / 252 Atk / 8 Spe
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Azumarill is completely walled by Venasaur/Amoongus and will get killed against Serperior, and Talonflame is a good counter to both. Max HP investment lets Talonflame act as a pivot against Grass, Ground, and Fairy type attacks, and max Atk investment makes Brave bird hit hard. Swords Dance lets me get a +2 on switch outs, and Roost lets me heal up recoil damage. Lum Berry keeps my Talonflame healthy from toxic in particular, but it has also proven useful for me as a free stay in against Prankster users when they try to T-wave or Toxic me.
Gengar @ Gengarite
Ability: Levitate
Nature: Timid
EVs: 252 SpA / 252 Spe / 8 HP
- Hex
- Sludge Bomb
- Destiny Bond
- Will o' Wisp
Honestly, I hate using this pokemon because I feel so cheap, but I keep coming back to him because he is just so damn useful...This spot used to belong to Mega-Charizard Y, but he doesn't have the bulk to switch in. Mega-venusaur would be ideal except I haven't gotten a Bulbasaur yet....soooo I'm using Gengar instead. The immunity to normal and ground type attacks lets me switch in to EQ, Porygon, and Khangaskan, his huge SpA stat makes him function as an amazing SpA sweeper, especially after dual screens. Hex is used in place of Shadow Ball because if I get a T-wave off with klefki, its a very easy sweep for Gengar. WoW is for Mega-Mawile, Azumarill, and anything that could possibly OHKO after reflect, and it allows for my own Azumarill to switch in for minimal damage afterwards. Destiny Bond is a last ditch resort to get rid of pokemon like swampert, suicune, zapdos, or anything problematic for Azumarill.
Things that I know my team has a problem with:
Ground/water type pokemon.
Swampert is nightmare for me to deal with...I need to find grass coverage, but I have no good grass walls....ferrothorn and amoongus are X/Y and no one has accepted my trades for ferroseed, bulbasaur, or foongus (sad face).
Bulky pokemon
Cresselia and Suicune typically give me a lot of problems as well, but I usually work around them with T-wave and Gengar destiny bond.
Status and Stealth Rock
If more than one of my pokemon get status'd, I typically lose the game because my team gets worn down very quickly from entry hazards and toxic/burn damage. I haven't run into many stealth rock or spikes, which is thankful because I do a lot of switching....
Trick Room
In combination with bulky walls and stalling tactics, these teams give me a headache. My Azumarill is almost guaranteed to get Toxic'd, and I don't have anything else that can break walls very well.
Could you guys give me some advice and input as what I should change?
Sooo....the idea of my team is 1) take out or cripple a core pokemon, 2) Set up reflect and/or light screen and pass paralysis, 3) sweep with BD Azumarill or a different pokemon.
Garchomp @ Choice Scarf
Ability: Sand Veil
Nature: Adamant
EVS: 252 Atk / 252 Spe / 8 HP
- Rock Slide
- Iron head
- Outrage
- Earthquake
This is my typical lead pokemon and my immunity to electric type attacks. Choice Scarf with max Speed investment makes me faster than Life Orb +Spe Greninja and Mega Gengar. Rock slide provides coverage for flying pokemon (its basically just for zapdos...), Iron head for fairy types, and STAB Earthquake and Outrage for everything else.
HP Ice on faster choice scarf'd pokemon, typically Landorus and Thundurus, are a significant problem for Garchomp and force me to switch out until I know for a fact that they aren't choice scarf'd.
Rotom - W @ Choice Specs
Ability: Levitate
EVS: 252 Hp / 168 Def / 84 SpD
Nature: Bold
-Trick
-Hydro Pump
-Volt Switch
-HP Ice
My secondary lead and my pivot of choice, although the lack of recovery makes it rather frail. Choice Specs makes up for my lack of investment in SpA, and Trick allows me to get rid of the specs if I don't need it. Trick cripples bulky walls, which will typically be Suicune, Cresselia, or Evolite pokemon, but its useless against Mega evolved Walls like Mega-Slowbro. I like HP Ice because it catches people off guard, so it's great for the surprise KO on common dragon-type pokemon like Garchomp and Salamence.
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 248 SpD / 8 Def
Nature: Careful
- Thunder Wave
- Reflect
- Light Screen
- Foul Play
My secondary pivot and MVP support that I use in conjunction with Rotom-W quite often. With max SpD investment, Klefki is only scared of Physical ground and fire type moves, both of which are resisted by Rotom-W. Mold Breaker Earthquakes from Excadrill and Mega-Gyarados are the one thing that screws this combo, but Reflect helps a lot in dealing with those. Dual Screens is my preferred set up for BD Azumarill, as it'll allow it to tank a shot, then use Play Rough or Super power if I know Aqua Jet won't OHKO. I've tried Trick Room before, but there are a lot of slow pokemon out there that ruin this plan (namely every grass type wall out there + slowbro). Thunder Wave is great for crippling fast pokemon that check Azumarill. Foul Play is for Aegislash, anti-taunt and to punish people who stack Sword Dances.
Azumarill @ Sitrus Belly
Ability: Huge Power
Nature: Adamant
EVs: 252 HP / 252 Atk / 8 SpD
- Play Rough
- Superpower
- Belly Drum
- Aqua Jet
Needs not much introduction. BD+Aqua Jet STAB with Huge power kills almost everything, and then Play Rough kills everything else. Superpower is for Ferrothorn. I gave it max EV in HP so that it can function as a pivot versus dragon pokemon and resisted moves in situations where I have no time to set up BD.
Talonflame @ Lum Berry
Ability: Gale Wings
Nature: Adamant
EVs: 252 HP / 252 Atk / 8 Spe
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Azumarill is completely walled by Venasaur/Amoongus and will get killed against Serperior, and Talonflame is a good counter to both. Max HP investment lets Talonflame act as a pivot against Grass, Ground, and Fairy type attacks, and max Atk investment makes Brave bird hit hard. Swords Dance lets me get a +2 on switch outs, and Roost lets me heal up recoil damage. Lum Berry keeps my Talonflame healthy from toxic in particular, but it has also proven useful for me as a free stay in against Prankster users when they try to T-wave or Toxic me.
Gengar @ Gengarite
Ability: Levitate
Nature: Timid
EVs: 252 SpA / 252 Spe / 8 HP
- Hex
- Sludge Bomb
- Destiny Bond
- Will o' Wisp
Honestly, I hate using this pokemon because I feel so cheap, but I keep coming back to him because he is just so damn useful...This spot used to belong to Mega-Charizard Y, but he doesn't have the bulk to switch in. Mega-venusaur would be ideal except I haven't gotten a Bulbasaur yet....soooo I'm using Gengar instead. The immunity to normal and ground type attacks lets me switch in to EQ, Porygon, and Khangaskan, his huge SpA stat makes him function as an amazing SpA sweeper, especially after dual screens. Hex is used in place of Shadow Ball because if I get a T-wave off with klefki, its a very easy sweep for Gengar. WoW is for Mega-Mawile, Azumarill, and anything that could possibly OHKO after reflect, and it allows for my own Azumarill to switch in for minimal damage afterwards. Destiny Bond is a last ditch resort to get rid of pokemon like swampert, suicune, zapdos, or anything problematic for Azumarill.
Things that I know my team has a problem with:
Ground/water type pokemon.
Swampert is nightmare for me to deal with...I need to find grass coverage, but I have no good grass walls....ferrothorn and amoongus are X/Y and no one has accepted my trades for ferroseed, bulbasaur, or foongus (sad face).
Bulky pokemon
Cresselia and Suicune typically give me a lot of problems as well, but I usually work around them with T-wave and Gengar destiny bond.
Status and Stealth Rock
If more than one of my pokemon get status'd, I typically lose the game because my team gets worn down very quickly from entry hazards and toxic/burn damage. I haven't run into many stealth rock or spikes, which is thankful because I do a lot of switching....
Trick Room
In combination with bulky walls and stalling tactics, these teams give me a headache. My Azumarill is almost guaranteed to get Toxic'd, and I don't have anything else that can break walls very well.
Could you guys give me some advice and input as what I should change?