Mar 4, 2015, 07:12 PM
What if I told you that the Scrafty isn't only unnecessary but it hinders your team with its Fairy and Flying weaknesses.
Your Snorlax is good and all but if it gets burnt it can't do anything else from there since it has no recovery moves and its attack stat, being cut in half, makes it dead weight. I recommend a set like this
Snorlax @ Assault Vest
Ability: Thick Fat
Level: 50
EVs: 164 HP / 220 Atk / 76 Def / 48 SpD
Brave Nature
- Facade
- Crunch
- Ice Punch
- Brick Break
An EV spread like this allows you to survive attacks that you could not with your other EV spread while dishing out decent hits. You can't deny the amount of type coverage in this set as it covers the main threats in VGC.
By the way, running Body Slam on a Pokemon being used in Trick Room isn't advised because if the opponent gets paralyzed, they will be "faster" than you.
Camerupt @ Cameruptite
Ability: Magma Armor
Level: 50
EVs: 172 HP / 84 Def / 252 SpA
Quiet Nature
- Heat Wave
- Earth Power
- Protect
- Rock Slide
I just believed that it would make sense to have maximum coverage with your mega because without a Rock move, you can't hit Charizard, Gyarados, Salamence etc. for even neutral damage.
Run Cresselia with a Mental Herb because one Taunt means that you don't get to set up Trick Room and this is vital for your team to function.
This is the point where I drew a line and thought that some of these team members need to go. They don't contribute to the synergy of the core so you will find yourself either reluctant to use them or that they don't contribute much unless it is in a clutch situation.
Clefable @ Leftovers
Ability: Magic Guard
Level: 50
EVs: 196 HP / 164 Def / 148 SpD
Relaxed Nature
IVs: 0 Spe
- Follow Me
- Protect
- Moonblast
- Ice Beam
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 4 Def / 148 SpA / 100 SpD / 4 Spe
Bold Nature
- Will-O-Wisp
- Thunderbolt
- Hydro Pump
- Protect
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 100 Atk / 84 Def / 72 SpD
Impish Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Power Whip
- Gyro Ball
These Pokemon work better for your team. Clefable draws Bisharp away to prevent Cresselia from taking damage and also draws away moves such as Leech Seed, Will-o-Wisp and Thunder Wave which may mess with your team and it is a decent bulky special attacker to boot. Rotom is really here just to check Talonflame and absorb hits but Ferrothorn......Ferrothorn destroys the thing that threatens your team the most, a rain Team. This is crucial because a Rain team practically stops your mega evolution in its tracks. Great Pokemon to use because of how much damage the attacker takes from Iron Barbs Rocky Helmet if they make contact and it absorbs a few special attacks such as Sylveon's Hyper Voice really well.
Your Snorlax is good and all but if it gets burnt it can't do anything else from there since it has no recovery moves and its attack stat, being cut in half, makes it dead weight. I recommend a set like this
Snorlax @ Assault Vest
Ability: Thick Fat
Level: 50
EVs: 164 HP / 220 Atk / 76 Def / 48 SpD
Brave Nature
- Facade
- Crunch
- Ice Punch
- Brick Break
An EV spread like this allows you to survive attacks that you could not with your other EV spread while dishing out decent hits. You can't deny the amount of type coverage in this set as it covers the main threats in VGC.
By the way, running Body Slam on a Pokemon being used in Trick Room isn't advised because if the opponent gets paralyzed, they will be "faster" than you.
Camerupt @ Cameruptite
Ability: Magma Armor
Level: 50
EVs: 172 HP / 84 Def / 252 SpA
Quiet Nature
- Heat Wave
- Earth Power
- Protect
- Rock Slide
I just believed that it would make sense to have maximum coverage with your mega because without a Rock move, you can't hit Charizard, Gyarados, Salamence etc. for even neutral damage.
Run Cresselia with a Mental Herb because one Taunt means that you don't get to set up Trick Room and this is vital for your team to function.
This is the point where I drew a line and thought that some of these team members need to go. They don't contribute to the synergy of the core so you will find yourself either reluctant to use them or that they don't contribute much unless it is in a clutch situation.
Clefable @ Leftovers
Ability: Magic Guard
Level: 50
EVs: 196 HP / 164 Def / 148 SpD
Relaxed Nature
IVs: 0 Spe
- Follow Me
- Protect
- Moonblast
- Ice Beam
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 4 Def / 148 SpA / 100 SpD / 4 Spe
Bold Nature
- Will-O-Wisp
- Thunderbolt
- Hydro Pump
- Protect
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 100 Atk / 84 Def / 72 SpD
Impish Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Power Whip
- Gyro Ball
These Pokemon work better for your team. Clefable draws Bisharp away to prevent Cresselia from taking damage and also draws away moves such as Leech Seed, Will-o-Wisp and Thunder Wave which may mess with your team and it is a decent bulky special attacker to boot. Rotom is really here just to check Talonflame and absorb hits but Ferrothorn......Ferrothorn destroys the thing that threatens your team the most, a rain Team. This is crucial because a Rain team practically stops your mega evolution in its tracks. Great Pokemon to use because of how much damage the attacker takes from Iron Barbs Rocky Helmet if they make contact and it absorbs a few special attacks such as Sylveon's Hyper Voice really well.
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