The idea for this team was to make Articuno useful. with its high bulk and access to Freeze-Dry and Sky Drop
This is the first time i really asked for help when editing a team so anything you can say about my team will be helpfull
Number One (Articuno) @ Charti Berry
Ability: Pressure
Level: 50
EVs: 220 HP / 240 Def / 36 SpA / 12 Spe
Bold Nature
- Sky Drop
- Protect
- Tailwind
- Freeze-Dry
Articuno was the main thing i wanted to build the team around. Tail wind lets me outspeed the other team for 3 turns, freeze-dry is just a better version of icebeam, to bad only a few pokemon can use it, sky drop + tale wind is really nice, i can use skydrop as a protect, to dodge moves, and if i ise it on last turn of tail wind vs a pokemon who normally out speeds, i basically remove them from the game for 2 turns. 36 is just a bump up, forgot who its for...
Charti berry was originally so i could last vs 3 rock slides in a row!(none stab) but since i dropped the hp/defence a bit, i have to double check if it makes a difference any more , surprisingly articuno can live threw rock slides on its own, but if the flinch gets it game over =/
the speed is just so I out speed my Rotom, in-case he goes for a discharge i want to dodge
Light My Fire (Charizard) @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Air Slash
- Protect
basic charizard, added air slash over overheat cuz because i dont want him to be useless after overheat but thinking about changing that, also wanted the flying type coverage.
Cresselia @ White Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 56 Def / 40 SpA / 160 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Ice Beam
- Helping Hand
- Psychic
so was basicly looking for way to stop trick room from destroying me tried taunt, ran in to lum berry and fake out, decided the best way to stop trick room is by using a second trick room to cancel it out! ice beam is from them ground types, psychick for stab, helping hand because most of the time the damage cress deals out is to low to kill anything, so some 1 else can do better. 40 SpA is to kill lando i think?
Garchomp @ Lum Berry
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Dragon Claw
- Earthquake
- Rock Slide
basic garchomp for basic killing things, and the lumberry is just for those people who think the can burn it and take it out of the game, and even had a few times where there were hoping a swagger could hax win them the game, it didn't >=D!
Rika (Mawile) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 19 Spe
- Iron Head
- Sucker Punch
- Protect
- Play Rough
so after putting trick room on my team, i felt like i should add Mawile, to make it so if i needed to, i could use trick room if they had a tailwind Suicune. still fear the burn but with trick rooms out speed, im fine
Rotom-Wash @ Wide Lens
Ability: Levitate
Level: 50
EVs: 252 HP / 24 Def / 192 SpA / 40 SpD
Modest Nature
- Hydro Pump
- Discharge
- Will-O-Wisp
- Volt Switch
wide lens because I FEAR THE LOSS DUE TO MISS! discharge feels nicer then thunderbolt, duo to the ability to hit 2 people if one uses protect, only fear is hitting my team mate if they dont use protect. works well with Garchomp. and works nice with the volt switch + cresselia, if trick room were to fail i could go in to Garchomp, if it works i can go in to Mawile
Problems: only problem i have had recently has been dealing with perish song gengar but that maybe be to my own error and not seeing the potential/obvious perish song teams.
Im welcome to any change in anything, long as Articuno is still on the team
This is the first time i really asked for help when editing a team so anything you can say about my team will be helpfull
Number One (Articuno) @ Charti Berry
Ability: Pressure
Level: 50
EVs: 220 HP / 240 Def / 36 SpA / 12 Spe
Bold Nature
- Sky Drop
- Protect
- Tailwind
- Freeze-Dry
Articuno was the main thing i wanted to build the team around. Tail wind lets me outspeed the other team for 3 turns, freeze-dry is just a better version of icebeam, to bad only a few pokemon can use it, sky drop + tale wind is really nice, i can use skydrop as a protect, to dodge moves, and if i ise it on last turn of tail wind vs a pokemon who normally out speeds, i basically remove them from the game for 2 turns. 36 is just a bump up, forgot who its for...
Charti berry was originally so i could last vs 3 rock slides in a row!(none stab) but since i dropped the hp/defence a bit, i have to double check if it makes a difference any more , surprisingly articuno can live threw rock slides on its own, but if the flinch gets it game over =/
the speed is just so I out speed my Rotom, in-case he goes for a discharge i want to dodge
Light My Fire (Charizard) @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Air Slash
- Protect
basic charizard, added air slash over overheat cuz because i dont want him to be useless after overheat but thinking about changing that, also wanted the flying type coverage.
Cresselia @ White Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 56 Def / 40 SpA / 160 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Ice Beam
- Helping Hand
- Psychic
so was basicly looking for way to stop trick room from destroying me tried taunt, ran in to lum berry and fake out, decided the best way to stop trick room is by using a second trick room to cancel it out! ice beam is from them ground types, psychick for stab, helping hand because most of the time the damage cress deals out is to low to kill anything, so some 1 else can do better. 40 SpA is to kill lando i think?
Garchomp @ Lum Berry
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Dragon Claw
- Earthquake
- Rock Slide
basic garchomp for basic killing things, and the lumberry is just for those people who think the can burn it and take it out of the game, and even had a few times where there were hoping a swagger could hax win them the game, it didn't >=D!
Rika (Mawile) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 19 Spe
- Iron Head
- Sucker Punch
- Protect
- Play Rough
so after putting trick room on my team, i felt like i should add Mawile, to make it so if i needed to, i could use trick room if they had a tailwind Suicune. still fear the burn but with trick rooms out speed, im fine
Rotom-Wash @ Wide Lens
Ability: Levitate
Level: 50
EVs: 252 HP / 24 Def / 192 SpA / 40 SpD
Modest Nature
- Hydro Pump
- Discharge
- Will-O-Wisp
- Volt Switch
wide lens because I FEAR THE LOSS DUE TO MISS! discharge feels nicer then thunderbolt, duo to the ability to hit 2 people if one uses protect, only fear is hitting my team mate if they dont use protect. works well with Garchomp. and works nice with the volt switch + cresselia, if trick room were to fail i could go in to Garchomp, if it works i can go in to Mawile
Problems: only problem i have had recently has been dealing with perish song gengar but that maybe be to my own error and not seeing the potential/obvious perish song teams.
Im welcome to any change in anything, long as Articuno is still on the team