yeah, two weeks has passed and I'd like to introduce you for a team I have worked much on recently. Im trying to bring out the powers of swellow by luring in and getting rid of all steel types and other bulky schtuff so that the bird can sweep. Not going to say much about the team, so without further ado:
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Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Quick Attack
As I said, I try to use swellow as a fast guts sweeper and revenger. Facade leaves a dent in everything not resistant to it, especially with SR, while Brave Bird is both STAB and hits generally fighting types like hariyama. I don't really use quick attack that much but I suppose it can come in handy against frail priority users or scarfers. then its quick attack, which is for scouting so I can lure in rock and steel types, switch to doublade or gurdiurr and force a switch while they set up.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Toxic
- Earth Power
- Scald
- Stealth Rock
Defensive toad, SR setter and my only reliable fire counter. I need to keep this through the whole match if my opponent carries scarfed fire types, which would wreck my team otherwise. it also has SR so swellow gets an easier time sweeping and a nifty electric immunity.
Doublade @ Eviolite
Ability: No Guard
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Iron Head
- Shadow Claw / Sacred Sword
- Shadow Sneak
- Swords Dance
Doublade plays one of the morst important roles on my team, being my usual switch in when swellow use U-turn versus a rock or steel type. it can really tank a lot of psychical hit and use almost everyone of swellows counter as set-up bait, forming a great core. Im not sure wether I should use shadow claw or sacred sword. although shadow claw is generally the preferred option and hits much harder, sacred sword helps me against pyroar switching in and also hits steel types harder (although I have no problems against these). Im using 8 speed EVs just to outspeed other doublades with shadow sneak.
Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Spd / 252 Atk / 4 SAtk
Naughty /Adamant Nature
- Knock Off
- Sucker Punch
- Leaf Storm / Whirlwind (?)
- Defog
Shiftry was almost immediately added to this team along with doublade simply because I really like it and it fits great on very many teams. Not only does it remove hazards, but can also hit stuff switching in on it hard with knock off and also removing their item which is nice too. Im switching in on a water or ground type or whatever it can check, force a switch and then either remove the hazards that threatens typhlosion and swellow or use knock off. Altough whirlwind seems stupid, I have had some problems against CM spiritomb and CP sigilyph (yes) so I thought a way to stop these could be useful although loosing a grass move hurts
Typhlosion @ Choice Scarf
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Eruption
- Flamethrower
- Focus Blast
- Hidden Power [Grass]
Typhlosion is simply just my revenger and completes my FWG core. not much else, really. Everyhting is standard here, so I'm not gonna say much about it. eruption is super-nuke as always, I chose flamethrower over Fire Blast as I can't really take the risk of fire blast missing. Focus blast is coverage against other fire types and rock types mainly while HP grass is against seismitoad.
Gurdurr (M) @ Eviolite
Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Bulk Up
In the last slot, I wanted something that could take on both rocks and steel types but also has priority and can act as a wall-breaker. well, gurdurr was just perfect for that role. One Bulk Up and its ready to sweep. I use knock off if I can predict a ghost type switching in but otherwise drain punch to drain HP from my opponent. Psychic types is still scary though, so I'm trying to use gurdurr mostly late game and trying to kill dem special attackers first, especially things such as mespirit and special flying types.
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Counters:
I haven't played that super much with this team and don't really know about all its counters. however, I have had some problems with these pokemons:
Lickilicky / Miltank / Audino / Togetic: although both doublade and gurdurr checks all three (doublade for togetic) hard, they wall all my other team members which is annoying af as they forces switches and I lose momentum.
scarfed sawk: not that big threat, but it has surprised swellow twice which is problematic
Conclusion:
I like to think that this is one of my better NU team, and i'm actually 25-6 with it, which is good for me. have also reached a rating of 1500 (ok, 1499, duh) with it (
), though ladder doesnt really mean much at this point. Its not a finished pice of work yet though, and I'm really looking for suggestions. thanks!
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Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Quick Attack
As I said, I try to use swellow as a fast guts sweeper and revenger. Facade leaves a dent in everything not resistant to it, especially with SR, while Brave Bird is both STAB and hits generally fighting types like hariyama. I don't really use quick attack that much but I suppose it can come in handy against frail priority users or scarfers. then its quick attack, which is for scouting so I can lure in rock and steel types, switch to doublade or gurdiurr and force a switch while they set up.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Toxic
- Earth Power
- Scald
- Stealth Rock
Defensive toad, SR setter and my only reliable fire counter. I need to keep this through the whole match if my opponent carries scarfed fire types, which would wreck my team otherwise. it also has SR so swellow gets an easier time sweeping and a nifty electric immunity.
Doublade @ Eviolite
Ability: No Guard
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Iron Head
- Shadow Claw / Sacred Sword
- Shadow Sneak
- Swords Dance
Doublade plays one of the morst important roles on my team, being my usual switch in when swellow use U-turn versus a rock or steel type. it can really tank a lot of psychical hit and use almost everyone of swellows counter as set-up bait, forming a great core. Im not sure wether I should use shadow claw or sacred sword. although shadow claw is generally the preferred option and hits much harder, sacred sword helps me against pyroar switching in and also hits steel types harder (although I have no problems against these). Im using 8 speed EVs just to outspeed other doublades with shadow sneak.
Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Spd / 252 Atk / 4 SAtk
Naughty /Adamant Nature
- Knock Off
- Sucker Punch
- Leaf Storm / Whirlwind (?)
- Defog
Shiftry was almost immediately added to this team along with doublade simply because I really like it and it fits great on very many teams. Not only does it remove hazards, but can also hit stuff switching in on it hard with knock off and also removing their item which is nice too. Im switching in on a water or ground type or whatever it can check, force a switch and then either remove the hazards that threatens typhlosion and swellow or use knock off. Altough whirlwind seems stupid, I have had some problems against CM spiritomb and CP sigilyph (yes) so I thought a way to stop these could be useful although loosing a grass move hurts
Typhlosion @ Choice Scarf
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Eruption
- Flamethrower
- Focus Blast
- Hidden Power [Grass]
Typhlosion is simply just my revenger and completes my FWG core. not much else, really. Everyhting is standard here, so I'm not gonna say much about it. eruption is super-nuke as always, I chose flamethrower over Fire Blast as I can't really take the risk of fire blast missing. Focus blast is coverage against other fire types and rock types mainly while HP grass is against seismitoad.
Gurdurr (M) @ Eviolite
Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Bulk Up
In the last slot, I wanted something that could take on both rocks and steel types but also has priority and can act as a wall-breaker. well, gurdurr was just perfect for that role. One Bulk Up and its ready to sweep. I use knock off if I can predict a ghost type switching in but otherwise drain punch to drain HP from my opponent. Psychic types is still scary though, so I'm trying to use gurdurr mostly late game and trying to kill dem special attackers first, especially things such as mespirit and special flying types.
__________________________________________________________________________________________
Counters:
I haven't played that super much with this team and don't really know about all its counters. however, I have had some problems with these pokemons:
Lickilicky / Miltank / Audino / Togetic: although both doublade and gurdurr checks all three (doublade for togetic) hard, they wall all my other team members which is annoying af as they forces switches and I lose momentum.
scarfed sawk: not that big threat, but it has surprised swellow twice which is problematic
Conclusion:
I like to think that this is one of my better NU team, and i'm actually 25-6 with it, which is good for me. have also reached a rating of 1500 (ok, 1499, duh) with it (