Mar 17, 2015, 10:27 AM
I've assembled this team mostly through trial and error: finding what works and what doesn't and adjusting accordingly. It's hard to say where the team stops being good and where my inexperience with competitive play begins, but I can say that I've done better with this team and felt more in control than I have with any previous attempts at building an at least semi-competitive team. This team was made for doubles.
Tyranitar (M) @ Tyranitarite
Ability: Sand Stream
EVs: 236 HP / 24 Atk / 96 SpD / 152 Spe
Jolly Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect
This is the one that's required the most adjustment, as even with the added bulk I've found that it's more fragile than I'd like. This spread is the most recent and it's worked better than any other I've tried, so I may stick with this. The goal here is pretty straight-forward; lead with mega-dragon dance and hit hard. I put most of the ev's in hp to increase longevity, also by investing some in defense, to get that bulk that allows it to surrive mostly anything but a Play Rough or fighting-type attack. I put a considerable amount into Speed because I want the speed boost from Dance to count, and then put whatever was left on attack just to give it a little boost.
Garchomp (M) @ Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Rock Slide
- Protect
Focus Sash Outrage wasn't at all what I intended when I started using this, in fact I wanted to stay away from it, but there's too many ice-type attacks out there for me to be comfortable with anything but Focus Sash, and when timed correctly the drawbacks from Outrage can be overcome since the Sash ensure he won't be one-shot. Since this is doubles, I tend to open with Tyranitar to get the evasion from Sand Veil and do whatever the situation calls for. Like Tyranitar, the with this one is to hit hard and fast, but without the setup.
Ambipom (M) @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Double Hit
- Knock Off
- Low Kick
This whole team stems from me just liking Ambipom and wanting to find a way to use him. He seems to do well supporting the other members and filling his role nicely. Not much to say here.
Gardevoir (F) @ Sitrus Berry
Ability: Telepathy
EVs: 252 HP / 136 Def / 20 SpA / 100 Spe
Modest Nature
- Dazzling Gleam
- Energy Ball
- Will-O-Wisp
- Protect
By this point I had two Fairy weaknesses and two Fighting weaknesses. To cover the fighting problem and add a special-attacker, I thought this would be a nice option. I don't have a Psychic attack on here because after many games I found that it was the attack used least on the entire team, plus I desperately needed some more water and ground coverage, which seemed to be a good decision as Energy Ball has come in handy many times. Rotom-Wash was giving this team big problems before. Will-O-Wisp was a move that I initially removed, but then put back on and regret not at all. When opening with Ambipom's Fake Out and Gardevoir, it generally allows me to instantly put a stop to Kang unless the other person has a counter to that. Even with the fairly low defensive-stats, Gardevoir seems to be rather durable with this spread and Sitrus Berry.
Gastrodon (M) @ Expert Belt
Ability: Storm Drain
EVs: 184 HP / 112 Def / 212 SpA
Modest Nature
- Scald
- Earth Power
- Ice Beam
- Protect
Here is where I start filling in the gaps with anything I can think of. I had no intention to put Gastrodon on this team when I started building it, but it's come in surprisingly handy in almost every situation it's been in. It gets an ice-attack on here which is nice, though not as necessary as I initially thought. It adds another opportunity for Burn (which I never get because rng hates me), and the Ground coverage has done well for handing Aegislash.
Volcarona (F) @ Passho Berry
Ability: Swarm
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Bug Buzz
- Heat Wave
- Quiver Dance
- Protect
This is me having no idea what to put in the last slot. In addition to Water, Grass was something this team had problems getting over.
Any suggestions would be nice. Like I said, I'm pretty much new to competitive play.
Tyranitar (M) @ Tyranitarite
Ability: Sand Stream
EVs: 236 HP / 24 Atk / 96 SpD / 152 Spe
Jolly Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect
This is the one that's required the most adjustment, as even with the added bulk I've found that it's more fragile than I'd like. This spread is the most recent and it's worked better than any other I've tried, so I may stick with this. The goal here is pretty straight-forward; lead with mega-dragon dance and hit hard. I put most of the ev's in hp to increase longevity, also by investing some in defense, to get that bulk that allows it to surrive mostly anything but a Play Rough or fighting-type attack. I put a considerable amount into Speed because I want the speed boost from Dance to count, and then put whatever was left on attack just to give it a little boost.
Garchomp (M) @ Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Rock Slide
- Protect
Focus Sash Outrage wasn't at all what I intended when I started using this, in fact I wanted to stay away from it, but there's too many ice-type attacks out there for me to be comfortable with anything but Focus Sash, and when timed correctly the drawbacks from Outrage can be overcome since the Sash ensure he won't be one-shot. Since this is doubles, I tend to open with Tyranitar to get the evasion from Sand Veil and do whatever the situation calls for. Like Tyranitar, the with this one is to hit hard and fast, but without the setup.
Ambipom (M) @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Double Hit
- Knock Off
- Low Kick
This whole team stems from me just liking Ambipom and wanting to find a way to use him. He seems to do well supporting the other members and filling his role nicely. Not much to say here.
Gardevoir (F) @ Sitrus Berry
Ability: Telepathy
EVs: 252 HP / 136 Def / 20 SpA / 100 Spe
Modest Nature
- Dazzling Gleam
- Energy Ball
- Will-O-Wisp
- Protect
By this point I had two Fairy weaknesses and two Fighting weaknesses. To cover the fighting problem and add a special-attacker, I thought this would be a nice option. I don't have a Psychic attack on here because after many games I found that it was the attack used least on the entire team, plus I desperately needed some more water and ground coverage, which seemed to be a good decision as Energy Ball has come in handy many times. Rotom-Wash was giving this team big problems before. Will-O-Wisp was a move that I initially removed, but then put back on and regret not at all. When opening with Ambipom's Fake Out and Gardevoir, it generally allows me to instantly put a stop to Kang unless the other person has a counter to that. Even with the fairly low defensive-stats, Gardevoir seems to be rather durable with this spread and Sitrus Berry.
Gastrodon (M) @ Expert Belt
Ability: Storm Drain
EVs: 184 HP / 112 Def / 212 SpA
Modest Nature
- Scald
- Earth Power
- Ice Beam
- Protect
Here is where I start filling in the gaps with anything I can think of. I had no intention to put Gastrodon on this team when I started building it, but it's come in surprisingly handy in almost every situation it's been in. It gets an ice-attack on here which is nice, though not as necessary as I initially thought. It adds another opportunity for Burn (which I never get because rng hates me), and the Ground coverage has done well for handing Aegislash.
Volcarona (F) @ Passho Berry
Ability: Swarm
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Bug Buzz
- Heat Wave
- Quiver Dance
- Protect
This is me having no idea what to put in the last slot. In addition to Water, Grass was something this team had problems getting over.
Any suggestions would be nice. Like I said, I'm pretty much new to competitive play.