Generation III of Pokémon introduced a lot of fun and powerful fighters that made PVE runs a breeze and changed the metas of PVP. Also notable for this generation is that a starter Pokémon ended up becoming a staple for competitive matches.
If you want to build a fun offensive team to breeze through any gym battle in the story or if you’re looking to kick butt in the competitive arena, than this team should do the trick. To no one’s surprise Leftovers are a good default item though some exceptions like Choice Band will be explored. It should also be noted that this team won’t include any legendary Pokémon as some competitions bar their use and most players will already have effective counters for them.
Ninjask should be your starting Pokémon as he will open up with Baton Pass to enhance one of your heavy hitters. His high speed makes him ideally suited for this task as he’s pretty much guaranteed to get the first turn. Leftovers will give Ninjask some longevity to apply more stats boost, though a Leichi Berry or Starf Berry can be used to squeeze out a few more stats just before making the switch.
Substitute is used to hide Ninask behind a more durable Pokémon while the player boosts its stats with Silver Wind and Swords Dance. Though Silver Wind can be swapped for Hidden Power Flying to get some surprise hits in. Once the stats are high enough or Ninjask’s health is low enough Baton Pass in another Pokémon and enjoy the enhanced stats.
Swampert is the aforementioned starter that’s an absolute beast in competitive matches and can carry teams in PVE. It’s a strong defensive Pokémon that packs quite the punch. Ideally, this is the Pokémon you want Ninask to Baton Pass to. For a held item use Leftovers to keep Swampert in the game as long as possible to bring the pain.
Earthquake and Ice Beam are no brainers as they can counter a lot and do impressive damage. Roar is nice for disrupting your opponent’s strategy, though this can be swapped for Protect to give your Swampert time to heal with Leftovers. For the final slot chose either Hydro Pump, Surf, Toxic, or Curse and which you pick is largely based on what you expect to be countering, though Toxic pairs well with Protect if you go that route.
Metagross is a powerhouse wildcard that can obliterate your opponent’s best fighters or severely injure key players when used correctly. Metagross is all about maximizing damage and should be outfitted with a Choice Band to increase that damage to ridiculous levels with powerful attacks.
There are really only a few moves you should consider using with Metagross. Meteor Mash is an excellent STAB attack, especially when coupled with Choice Band and can do some serious damage, Earthquake can tear apart opposing Metagross, and Explosion can be used to rip apart MVPs on your opponent’s team. You want Metagross to live as long as possible to dish out damage, but don’t be afraid to sacrifice it when a golden opportunity arises for you to use Explosion. Really the only consideration to be made is whether you want Metagross to use Rock Slide to smash legendary birds or Hidden Power Bug to counter an annoying Celebi.
Salamence is your sweeper and does a fantastic job at it. Because it’s a Flying/Dragon type it has resistances to Fighting and Bug moves which enable it to go toe to toe with competitive staples like Heracross. You might be tempted to give Salamence a Choice Band, but you want it to be capable of switching gears as new Pokémon get thrown at it so just slap on some Leftovers and leave it alone.
Salamence is good at the beginning of a battle with a Baton Pass or towards the end when everything is weakened. Dragon Dance is used to nudge its stats up so you can deliver powerful moves like Hidden Power Flying, Earthquake and either Rock Slide or Fire Blast. Go with Rock Slide if you’re facing legendary birds or another Salamence and choose Fire Blast if you expect something else.
Aggron is a sturdy Rock/Steel type that can fill in for Swampert if it’s fainted or you need to counter something dangerous. It has a great attack stat that you’ll want to exploit and its typing ensures few foes will get a good bonus against it, though watch out for Ground and Fighting types. Leftovers is the item you want as Choice Band limits your options when you need them.
Rock Slide is nice for flying types, Ice Beam will freeze nasty foes, and Focus Punch can humble even the most durable Water types, like opposing Swamperts. Substitute is handy for giving Aggron some sustainability. Basically you want Aggron to keep the enemy on their toes and take care of any problems that Swampert or Megatross couldn’t get to. Just keep an eye out for really solid tanks that have Rest or other means of recovering damage. Reflecting Solrocks are also an effective counter, though not very common.
Gardevoir can fill a variety of roles and many use it to act as an effective sweeper. But with this team setup it acts as a pseudo healer, providing a little bit of support and acting as a special wall with teeth. Having Leftovers equipped is absolutely necessary for sustainability so Gardevoir can have more time to heal teammates or harm foes.
Wish is the healing move of choice and requires a well-planned lineup. You’re only going to bring Gardevoir out if that particular Pokémon slot needs healing, otherwise it’s a last resort stall. Psychic is a must for dealing effective damage and either Ice Punch or Thunderbolt is the other attack of choice. Which one you choose entirely depends on what you need Gardevoir to counter. The final move is Protect so Gardevoir can recover with Leftovers. The name of the game is healing allies, recovering from damage, and dishing out what it can before it ultimately falls.
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