Hi guys, I need a bit of help with this team. It has been performing well enough but there is always room for improvement. The point of this team is to stall out the opponent with Toxic and Toxic Spikes. It works pretty well, but there are a few weakpoints, mainly Sceptile and Blastoise. I decided to give legends a try for once and they have been doing pretty well. You may find that some of these EV spreads and movesets are kinda standard, but I based this team off of random pokemon I saw that could stall and then slapped on some EV spreads, which is why I wanted some help from you guys (with the EV spreads, the movesets are pretty okay). So, without any further ado (if that is the phrase), here is my team =D.
A SNEAK PEEK!!!
Hariyama
Ability: Thick Fat
Impish @ Leftovers
76 HP/180 Attack/252 Defense
-Knock Off
-Bullet Punch
-Brick Break
-Whirlwind
I love this fatty. He has the bulk to Knock Off an item then Whirlwind them away to Knock Off another pokemon's item and so on. This strategy has proved to be very effective on leads like Crobat, Yanmega, and Kabutops. They all run through my team like a hot knife through butter so wrecking them by doing away with their items and stopping their setups cold with a little phaze helps my team to survive. Bullet Punch makes up for Hariyama's terrible speed, but it isn't very strong...I was thinking about Ice Punch to help out with Crobat and Yanmega, but I go to Registeel for that. Brick Break is a strong STAB and I didn't go to Close Combat because of the defense drops.
The EVs were courtesy of some guy that I battled a couple of days ago. They work nicely for the idea I have for this fatty so I might as well keep them.
Moltres
Ability: Pressure
Bold @ Leftovers
188 HP/144 Defense/176 Speed-Substitute
-Roost
-Toxic
-Flamethrower
A beastly bird that is necessary for my team to work, well maybe not necessary, but it sure as hell does a great job at stalling. Moltres comes in on pokemon that are poisoned already by the Toxic Spikes, then Substitutes on them to stop their attacks from doing anything. Moltres can also come in on a flying/levitator pokemon that is immune to the TS or a pokemon setting up, Substitute, then Toxic to put a time limit on how long their sweep will last. Roost away the Substitute damage or to further stall my foe. Flamethrower is the strongest STAB I could find that has enough PP to fit a staller.
The EVs are meant to give Moltres more speed...I want it to give it enough speed to outrun Positive, 0 EVs base 80 pokemon because that is a little more than half of the pokemon in Smogon's UU. So, how many Speed EVs should I run?
EDIT: I changed the EVs so that Moltres outrun's base 80 252 Speed pokemon.
Registeel
Ability: Clear Body
Careful @ Leftovers
252 HP/6 Defense/252 SpDefense
-Stealth Rock
-Curse
-Earthquake
-Ice Punch
This is basically the more bulky, non-cleric Miltank of my team. The only reason I even thought about running a Registeel was because out of 3 games yesterday, I lost all three to a Yanmega sweep. Now that it is UU, it can hit pokemon very hard and very fast, but since nobody is smart enough to use Tinted Lens, I decided to use Registeel to setup on the bug when it can't hit it from any side. Ice Punch is for taking out Crobat before it Whirlwind's me away, and Earthquake is for hitting other Registeels that try to wall me. After a couple Curses, the game is over unless they have a Special Arcanine up their sleeves, which is Blastoise fodder anyways.
The EVs balance out Registeel's stats after 1 or 2 Curses (I forget). Also, they maximize Yanmega walling.
Blastoise
Ability: Torrent
Bold @ Leftovers
212 HP/196 Defense/56 SpAttack-Surf
-Protect
-Toxic
-Rapid Spin
Moltres is basically useless if Stealth Rocks are down, so I needed a bulky Spinner. I looked through a list of Spinners and saw Blastoise. This turtle OWNS at stalling with Toxic and spinning so I NEEDED to have it. After a couple of hits, Surf does massive damage to the foe. I think it could be switched to Brine though, as I usually don't hit my opponent until they are half damage anyways. Toxic is also for the Flying/Levitators that get passed the Toxic Spikes. Then, I can switch to Moltres to start stalling immediately.
The EVs make Blastoise a bish to deal with as well as making Surf a pretty useful move.
Drapion
Ability: Battle Armor
Jolly @ Leftovers
252 Attack/152 Speed/60 SpDefense
-Toxic Spikes
-Roar
-Crunch
-Ice Fang
The Toxic Spikes from Drapion are key to my team. After a second layer of Toxic Spikes is set, Leftovers do nothing for the pokemon that are affected by it when they negated the poison damage with only one set. Drapion Roars away to get some more pokemon poisoned. Crunch is a strong STAB that can help to take out some of the pokemon that get phazed in. Ice Fang is for those pesky Ground-types that try to take out Drapion.
The EVs allow Drapion to be faster than Neutral Natured252 EV base 95 Speed pokemon. The max Attack is important for taking out the pokemon that get phazed in. The rest go into the bulkiness of Drapion.
Sceptile
Ability: Overgrow
Jolly @ Expert Belt
6 HP/252 Attack/252 Speed
-Swords Dance
-Leaf Blade
-Earthquake
-Rock Slide
Sceptile is my last resort if all else fails. The previous damage that most pokemon receive makes them easy to OHKO after a Swords Dance. Leaf Blade is a hilariously strong move after a Swords Dance and Earthquake is to take care of Fire-types that dare to intervene. Rock Slide gets rid of Articuno and Moltres (along with other Flying-types) without much of an effort. The Expert Belt is used over Life Orb because after 2 Priority moves of any kind, Sceptile is down, and Life Orb damage could put that at 1.
The EVs maximize speed and attack for the best kind of sweeping.
Thanks for RMTing =D