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Gen 6 Mixed Team

Discussion in 'Festival Plaza' started by GiantFletchling, Jan 3, 2014.

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  1. GiantFletchling

    Aug 31, 2013
    My favourite team set up is by far a mixed team, having aspects of stall and offense put together is just great, I can stall out whenever I need to and I have the option to send something in to clean up. This team for me always requires the hardest team building though so I'm just asking opinions on what I can do to improve this a little bit ^^

    [​IMG]@ Red Card
    Trait: Sturdy
    Impish Nature
    ::Brave Bird
    EVs: 252 HP/232 Def/24 Spe

    This little birdy is usually my lead, unless the opposing lead is just too obvious for me not to lead with a counter (ie Galvantula). She sets up Spikes, because unlike SR, the damage dealt is consistent. Roost recovers her HP which is very useful considering she has no lefties, Whirlwind for phazing, and Brave Bird to not become Taunt bait. In fact, when I predict a Taunt (which is fairly obvious when things like Whimsicott lead) I use Brave Bird to surprise them. Red Card is because it's basically an auto-phasing item, anything that attacks Skarm is forced out. Very cool against set-up leads, as I can just set up Spikes and while they think they're getting a free set-up, they lose all their boosts after attacking.

    [​IMG] @ Choice Scarf
    Trait: Rough Skin
    Naive Nature
    ::Stone Edge
    ::Fire Blast
    EVs: 252 Atk/4 SpA/252 Spe

    This guy is my first cleaner, he counters boo boo keys TWave and hits hard with Stab Earthquake. Once he's in, he's hard to stop. At full health he can take a super-effective hit (unboosted of course) and that's why the Weakness Policy is the item. It'seven more useful on Garchomp because he's running Fire Blast, which takes care of the thorn pod and other things. He has no STAB Dragon move because I'm going for more super-effective coverage, since I'm only running two sweepers.

    Edits: Replaced the Policy with a Scarf so he can be fast, and I'm running Outrage over Crunch.

    [​IMG] @ Life Orb
    Trait: Natural Cure
    Timid Nature
    ::Rapid Spin
    EVs: 252 HP/4 SpD/252 Spe

    The extra 4 in SpD EVs is to make sure Downloaders get an Attack boost instead of a Special Attack boost. We have Thunderbolt and Ice Beam, yielding amazing coverage, and her STAB move is Surf. Again, Psychic-type STAB excluded to get more coverage. Rapid Spin is here because hazards tear this team apart, so I need to be able to spin them away.

    Edits: Moved SpA EVs into HP instead and traded Ice Beam for Recover, since this thing needs to live.

    [​IMG] @ Leftovers
    Trait: Levitate
    Modest Nature
    ::Hydro Pump
    ::Volt Switch
    ::HP Ice
    EVs: 232 HP/ 56 SpA/220 Spe

    This is the set from last gen xD It's still pretty effective like it was last gen, Volt Switch to keep momentum and Will-o-Wisp cripples physical attackers a lot.

    [​IMG] @ Sitrus Berry
    Trait: Harvest
    Impish Nature
    ::Leech Seed
    ::Horn Leech
    EVs: 252 HP/4 Atk/252 Def

    This is the definition of a Drainer... He comes in on a physical attacker he can wall, ie Gyarados, and he sets up a Sub. If the opposing mon is trying to boost with Dragon/Swords Dance, you use Will-o-Wisp next, and if not you use Leech Seed. Both of these do get done though, the order is the only thing that would change. Horn Leech is the final move because it prevents him from becoming Taunt bait and lets him restore HP while dealing good damage. Sitrus Berry + Harvest is for unlimited Sitrus Berries btw xD

    [​IMG] @ Leftovers
    Trait: Natural Cure
    Calm Nature
    ::Seismic Toss
    EVs: 252 HP/252 SpD/4 Spe

    Let me start by saying... investing in Blissey's Defense is the dumbest thing anyone could do. Base 10 is not going to take hits well all no matter how much you try to boost it, so this set is improving her strong point instead of trying to cover her weak points. Aromatherapy is what makes her my Cleric, healing status is so useful, and Seismic Toss is untauntable and consistent damage that gets through a lot.

    So that's it! My team set-up, in the order I posted the mons above, is Spiker - Phys Sweeper - Spec Sweeper - Tanker - Drainer - Cleric, so try to make sure these roles are fulfilled when you make suggestions ^_^ Lastly, here's my list of concerns:
    • Starmie is a glass cannon on a team that pretty much switches out all the team. She doesn't take hits well and once she's gone, my team falls to hazards.
    • Garchomp is a bit slow and doesn't take hits extremely well either
    • I need to be able to include a Fairy of some sort somewhere, along with another Ground-type when Garchomp is replaced.
    • I can't double-up on types, so I need to replace Starmie desperately while also finding a Spinner somewhere else in my team.
    • The new sweepers need to be fast and have immunities so I can easily get them in safely when needed
    • My team needs to have a Rapid Spinner and it would be nice to have one more phazer.
    • Trevenant needs to stay
    I think that's it, if I think of anything else I'll add it to the list though ^_^ I'm not asking someone to completely revamp this team for me, just suggestions and such would be nice so I can try factoring in different things ^^
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  2. Halcyon Storm

    Halcyon Storm Joking motive

    Level 11
    Sep 25, 2013
    If you want a Fairy type, I can suggest Mawile. With a Mega Form that has insanely high attack, and still really decent defences, you can tank almost everything. That is, everything except Fire (or maybe a really strong Earthquake). You say you want immunities? Immune to both Dragon and Poison.
    If you don't want Mawile, you could also go for Gardevoir. Same stuff, mega evolution, Dragon immunity.

    But hey, I'm not all that great in competitive either :P
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  3. Scrafty1

    Scrafty1 Hex Maniac

    Mar 6, 2013
    Quick rate really.
    I guess for Starmie you can shift the Sp Atk EVs over to HP and see if that helps with the bulk a bit better. Sure you'll be losing a bit of power bit if Starmie's main purpose is to spin away rocks then that extra bulk is necessary. Also, you can try Recover somewhere over a coverage move to increase the longevity a bit. *shrugs*
    Garchomp *needs* a Dragon type move over Crunch; iirc, STAB Outrage hits harder than a SE Crunch but STAB Dragon Claw is out damaged by a SE Crunch. However, Outrage does put you at a risk of a free switch in to a Pokémon that can take an Outrage well. If you want to boost Garchomp's speed then you try to give it a Choice Scarf (also bear in mind that you will be locked in one move).
    Other than that, I think your team's fine.
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