Suicune @ Leftovers
Ability: Pressure
EVs: 96 HP / 100 Def / 144 SpA / 112 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Tailwind
- Ice Beam
- Protect
The team started out with the core of suicune and breloom. Suicune is my bulky tailwind setter and probably the most valuable member of my fwg core given it is the only form of speed control. I find that if I play my cards right, though, I'm able to get tailwind blowing at least twice in a match with this bad boy. The ev's allow for decent bulk and in tailwind it outspeeds opposing Mega Aerodactyl
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Spore
- Bullet Seed
- Protect
Breloom is one of two ways to deal with bulky water types on this team. Fast spore, priority in mach punch, damage in bullet seed, and protect is the best move in the game. Max speed to at worst speed tie with other breloom. Under tailwind it just outspeeds neutral natured venosaur in the sun, togeflinch under tailwind, and speed boost blaziken. The rest in attack to do as much damage as posdible. Focus sash because I like not having to worry about my grass type friend dying every turn. My answer to rain right now is not necessarily breloom as a lead, but I try to preserve him and rotom until the end. Not such a great matchup to be honest.
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Protect
- Earthquake
- Wide Guard
Because breloom appreciates a dead talonflame, I went with a blazing fast and muy powerful rock slide user in Mega Aerodactyl. Flinches can decide matches and wide guard can come in handy. He's super frail, but with a little redirection he's quite good. I play a lot of mind games with opponents. Okay, I've revealed wide guard, I have follow me support, do you feel lucky punk? Ironically he's weak to wide guard himself and I think I'll drop non-stab earthquake for fire fang. Also seems a tad redundant to have wide guard and protect but wide guard is his niche (and seems necessary) while protect is protect. We all know megas get doubled into.
Rotom-Heat @ Life Orb
Ability: Levitate
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Protect
- Hidden Power [Ice]
Yep, offensive rotom is my favorite rotom. Another mon that appreciates tailwind but does just fine without it. Not much thought went into this one. Max attack to catch opponents off guard, enough speed to be faster than max speed base 60s plus anything trying to creep on that speed tier with the rest in Hp. He rounds out my fwg core and can pick up some surprise ko's on bulky waters as well as take like one good hit. HP Ice because psuedo-bolt beam. Protect is the best move in the game. Thunderbolt for reliable damage and overheat as a last resort. Right now, rotom is the only mon on the team who can sit next to aerodactyl as he earthquakes but that's yet another reason why I picked this mon. He just seemed perfect for what I needed. I am a little biased in that I've used this set before and had way too much fun with it, though.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect
Bisharp loves tailwind oriented teams and in my case he probably loves it even more because a) the team is a little weak to intimidate cores and b) I didn't want to flat out lose to mega guardevoir or sylveon. He really hurts most trick room setters. I originally had klefki in this spot and feel a little dumb for not considering this monster sooner.
Clefable @ Sitrus Berry
Ability: Unaware
EVs: 252 HP / 156 Def / 28 SpA / 68 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Follow Me
- Protect
- Moonblast
- Helping Hand
The glue that keeps this frail team together. Redirection is key to sleeping or dishing out damage in a short amount of time or avoiding statuses. Moonblast does respectable damage in the event of a taunt and helping hand round out this amazing set. Survives an iron head from opposing bisharp and flash cannon from aegislash. Unaware because until yesterday I was still quite low on the ladder and every other mon is a set up mon when you aren't good at pokemon.
Anyway, think I could use another form of speed control. This team is far from perfect and I tend to lose to really obscure gimmicks like normalize delcatty. More than anything, I just want to hear some thoughts.
Ability: Pressure
EVs: 96 HP / 100 Def / 144 SpA / 112 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Tailwind
- Ice Beam
- Protect
The team started out with the core of suicune and breloom. Suicune is my bulky tailwind setter and probably the most valuable member of my fwg core given it is the only form of speed control. I find that if I play my cards right, though, I'm able to get tailwind blowing at least twice in a match with this bad boy. The ev's allow for decent bulk and in tailwind it outspeeds opposing Mega Aerodactyl
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Spore
- Bullet Seed
- Protect
Breloom is one of two ways to deal with bulky water types on this team. Fast spore, priority in mach punch, damage in bullet seed, and protect is the best move in the game. Max speed to at worst speed tie with other breloom. Under tailwind it just outspeeds neutral natured venosaur in the sun, togeflinch under tailwind, and speed boost blaziken. The rest in attack to do as much damage as posdible. Focus sash because I like not having to worry about my grass type friend dying every turn. My answer to rain right now is not necessarily breloom as a lead, but I try to preserve him and rotom until the end. Not such a great matchup to be honest.
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Protect
- Earthquake
- Wide Guard
Because breloom appreciates a dead talonflame, I went with a blazing fast and muy powerful rock slide user in Mega Aerodactyl. Flinches can decide matches and wide guard can come in handy. He's super frail, but with a little redirection he's quite good. I play a lot of mind games with opponents. Okay, I've revealed wide guard, I have follow me support, do you feel lucky punk? Ironically he's weak to wide guard himself and I think I'll drop non-stab earthquake for fire fang. Also seems a tad redundant to have wide guard and protect but wide guard is his niche (and seems necessary) while protect is protect. We all know megas get doubled into.
Rotom-Heat @ Life Orb
Ability: Levitate
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Protect
- Hidden Power [Ice]
Yep, offensive rotom is my favorite rotom. Another mon that appreciates tailwind but does just fine without it. Not much thought went into this one. Max attack to catch opponents off guard, enough speed to be faster than max speed base 60s plus anything trying to creep on that speed tier with the rest in Hp. He rounds out my fwg core and can pick up some surprise ko's on bulky waters as well as take like one good hit. HP Ice because psuedo-bolt beam. Protect is the best move in the game. Thunderbolt for reliable damage and overheat as a last resort. Right now, rotom is the only mon on the team who can sit next to aerodactyl as he earthquakes but that's yet another reason why I picked this mon. He just seemed perfect for what I needed. I am a little biased in that I've used this set before and had way too much fun with it, though.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect
Bisharp loves tailwind oriented teams and in my case he probably loves it even more because a) the team is a little weak to intimidate cores and b) I didn't want to flat out lose to mega guardevoir or sylveon. He really hurts most trick room setters. I originally had klefki in this spot and feel a little dumb for not considering this monster sooner.
Clefable @ Sitrus Berry
Ability: Unaware
EVs: 252 HP / 156 Def / 28 SpA / 68 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Follow Me
- Protect
- Moonblast
- Helping Hand
The glue that keeps this frail team together. Redirection is key to sleeping or dishing out damage in a short amount of time or avoiding statuses. Moonblast does respectable damage in the event of a taunt and helping hand round out this amazing set. Survives an iron head from opposing bisharp and flash cannon from aegislash. Unaware because until yesterday I was still quite low on the ladder and every other mon is a set up mon when you aren't good at pokemon.
Anyway, think I could use another form of speed control. This team is far from perfect and I tend to lose to really obscure gimmicks like normalize delcatty. More than anything, I just want to hear some thoughts.