Gym Teams | Bug

Hey guys! Sorry for the delay in this post, I haven’t been too well of late, so I had to reschedule. But here it is!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Heracross

I could have gone with Moxie, but considering that it might not last too long with its 4x Flying weakness, I thought of Flame Orb/Guts Ability instead. A first-turn Protect will allow me to secure that Flame Orb bonus too! Hopefully a Stone Edge would help mess up those Flying-types!

Ability: Guts

Item: Flame Orb

Moves: Protect, Throat Chop, Stone Edge, Brick Break


Accelgor

I want to take advantage of Accelgor’s ridiculous speed to get as much done as possible. For example, bringing Swift to use the Normal Gem to activat the Unburden Ability, and then using Toxic Spikes at the detriment of the opponent.

Ability: Unburden

Item: Normal Gem

Moves: Swift, Bug Buzz, Sludge Bomb, Toxic Spikes


Centiskorch

I originally wanted Volcarona, but Larvesta won’t evolve within our level capacity, so I went with Centiskorch, the next best thing. I went with a general moveset that would be good for Centiskorch, considering its weaknesses, so Power Whip would come in handy here to deal with that 4x weakness to Rock.

Ability: Flame Body

Item: Leftovers

Moves: Crunch, Leech Life, X-Scissor, Power Whip


Ribombee

Ribombee is strangely enough a powerhouse, hence why it’s on this team. I decided with a very simple moveset, with a Calm Mind to further boost its Special stats. Because at this stage, why not?

Ability: Shield Dust

Item: Sitrus Berry

Moves: Dazzling Gleam, Psychic, Calm Mind, Energy Ball


Orbeetle

Orbeetle’s Ability in a singles battle is difficult, as I’d prefer to use Telepathy, but no matter. I tried to go for a different variety of movesets, setting up a Psychic Terrain to prevent some priority moves, as well as setting up the Special Defense by way of Psychic Seed. Future Sight is just a bit of added compensation to the opponent.

Ability: Frisk

Item: Psychic Seed

Moves: Psychic Terrain, Psychic, Bug Buzz, Future Sight


Mega Scizor

Scizor plays host to a variety of low-power moves that can be boosted by its Mega’s Ability, Technician. With that in mind I went for a few different things here. This includes the obligatory Swords Dance to further increase its attack, and away you go. I mean, it may get mulched by Fire-type moves, but we live for the danger here (and Bug isn’t a great type all-round either).

Ability: Technician

Item: Scizorite

Moves: Swords Dance, Double Hit, Fury Cutter, Wing Attack

Gym Teams | Poison

Hey guys! We’re right into my favourite type, the Poison-type! This was fun, trying to come up with a different team set-up to that of my original Poison doubles Gym team. But here we are!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Crobat

Crobat is one that I want to put into my Poison doubles anyway, and this is the sort of set-up that I’d use, give or take a few items. The Toxic and Hex set-up would be a great combination, and Leech Life to combat the Psychic-types. I also wanted a STAB Flying-type move, hence Dual Wingbeat.

Ability: Inner Focus

Item: Sitrus Berry

Moves: Dual Wingbeat, Toxic, Hex, Leech Life


Roserade

Roserade’s a mainstay on my Poison team, and it’s here again! I decided on Giga Drain instead of Synthesis, just so that it deals damage and heals at the same time, coupling with the Black Sludge for extra healing power. I’d like to set up Toxic Spikes and Leech Seed for that extra crippling damage at the end of each turn. Because why not?

Ability: Poison Point

Item: Black Sludge

Moves: Toxic Spikes, Giga Drain, Sludge Bomb, Leech Seed


Toxtricity

You knew it had to be here, didn’t you? And of course I had to go with my standard Toxtricity set, right down to the moves and item.

Ability: Punk Rock

Item: Choice Specs

Moves: Overdrive, Boomburst, Hex, Poison Jab


Galarian Weezing

This is my Explosion setter, hence the Normal Gem. It could have been used with Skuntank as well, but I think Weezing just works better as an exploder, plus Skuntank has a different purpose. I went with Levitate over Neutralizing Gas for the Ground-type immunity.

Ability: Levitate

Item: Normal Gem

Moves: Explosion, Sludge Bomb, Strange Steam, Dark Pulse


Skuntank

Skuntank is in this team for its Dark typing, because then it’s immune to Psychic-types. In my reworked Poison doubles it actually replaces Weezing as the Explosion set-up, but this time the direction is quite different. I just Life Orb the Skuntank, and give it a vast range of moves for coverage. Aftermath also comes into play instead of Keen Eye or Stench, just to help whittle the health of the opponent.

Ability: Aftermath

Item: Life Orb

Moves: Flamethrower, Crunch, Iron Tail, Poison Jab


Mega Gengar

Again, this is very similar to my Posion Gym team Gengar, except for the Mega Evolution forcing me to choose a different item other than Focus Sash. Shadow Tag would be a great Ability for the end of the road, meaning that the opponent can’t switch out freely.

Ability: Shadow Tag

Item: Gengarite

Moves: Focus Blast, Shadow Ball, Dark Pulse, Sludge Bomb

Gym Teams | Flying

Hey guys! We’re back at it again, this time with Flying-types!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Gliscor

I did want to Poison Heal/Toxic Orb on Gliscor, but the biggest issue was its 4x weakness to Ice, so I needed to preserve it as long as possible. That’s where Sand Veil and Sandstorm come in, as well as the Focus Sash.

Ability: Sand Veil

Item: Focus Sash

Moves: Sandstorm, Aerial Ace, Brick Break, Earthquake


Tropius

I quite like Tropius, and it seems bulkier in HP terms, so I went with a healing item set, along with Synthesis to improve its staying power. We need more Tropius representation here!

Ability: Harvest

Item: Sitrus Berry

Moves: Synthesis, Air Slash, Energy Ball, Earthquake


Drifblim

I did want to do a Destiny Bond set but what was the point when I had Aftermath? So I went with Unburden, a lesser item and utilised Destiny Bond anyway.

It’s not as if these teams are totally coherent, right?

Ability: Unburden

Item: Oran Berry

Moves: Will-o-Wisp, Hex, Destiny Bond, Shadow Ball


Talonflame

Gale Wings sucks now, so Flame Body it is! I added King’s Rock just to add that flinch chance to the attacks, to improve Talonflame’s staying power, as it also has a 4x weakness, this time to Rock-type moves.

Ability: Flame Body

Item: King’s Rock

Moves: Aerial Ace, Heat Wave, Bulk Up, Steel Wing


Staraptor

I wanted Staraptor to go in hard-hitting, even with some recoil damage, along with the increased critical hit ratio. That way, it’s more feasible to use Roost to bring back up its HP, and Double Team a couple of times to ensure it doesn’t get hit as easily, thus ensuring its longevity despite using recoil moves.

Ability: Intimidate

Item: Scope Lens

Moves: Take Down, Brave Bird, Roost, Double Team


Mega Pidgeot

It’s a shame that Mega Pidgeot doesn’t really get many low-accuracy moves to take advantage of No Guard, but here we are. It’s also a shame about its lack of Special Attack moves, but we’re making do with the moves that we have, and this is basically it.

Ability: No Guard

Item: Pidgeotite

Moves: Hurricane, Air Slash, Roost, Giga Impact

Gym Teams | Psychic

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Espeon

I wanted to give Espeon as much staying power as possible, hence the Morning Sun/Leftovers combo, alongside the Magic Bounce Ability, allowing it to not take any status conditions or any stat-lowering moves. Future Sight is there just to hit a powerful attack later on, and Shadow Ball and Dazzling Gleam are there for coverage.

Ability: Magic Bounce

Item: Leftovers

Moves: Future Sight, Morning Sun, Shadow Ball, Dazzling Gleam


Gardevoir

I love using Gardevoir anyway, and Trace will come in handy with other Pokemon with different Abilities that it could use to its advantage. I gave Gardevoir a typical (to me, anyway) attack set just because. Gardevoir comes up later, and that ought to be fun.

Ability: Trace

Item: Sitrus Berry

Moves: Calm Mind, Psychic, Dazzling Gleam, Shadow Ball


Galarian Slowbro

Slowbro is slow anyway, so having Iron Ball in place in order to Fling it works well, especially when you take into consideration that it has Quick Draw (which only ever works when the opponent uses a Slowbro, I swear). I added Surf as well, just as a cheeky nod to the regular Slowbro.

Ability: Quick Draw

Item: Iron Ball

Moves: Surf, Shell Side Arm, Drain Punch, Fling


Starmie

There are no good Abilities for Starmie, are there? I just went with a really random moveset that included an Eject Pack to make sure that I don’t have to hard-switch at any time. Overall, it’s the best I could do with a Starmie. Go me!

Ability: Natural Cure

Item: Eject Pack

Moves: Surf, Confuse Ray, Recover, Ice Beam


Swoobat

Imagine a Swoobat with Simple and a couple of Calm Mind set-ups, followed by a Baton Pass into something like Gardevoir?

Run.

Ability: Simple

Item:

Moves: Calm Mind, Future Sight, Air Slash, Baton Pass


Mega Metagross

I would have done a Calm Mind/Baton Pass into Metagross, however Metagross is a Physical attacker anyway, so it wouldn’t work out too well. Metagross is the Mega Evolution of choice, and it’s a shame it’s too early for Meteor Mash. I’ve given it Magnet Rise to nullify its Ground weakness, and given it the moves to counteract its Fighting- and Ghost-type weaknesses. All of these moves (Magnet Rise being the exception) are affected by the Tough Claws Ability, too.

Ability: Tough Claws

Item: Metagrossite

Moves: Magnet Rise, Hammer Arm, Brutal Swing, Zen Headbutt

Gym Teams | Ground

Hey guys! We’re not even halfway through, yet it feels like we’ve been doing this forever! We’re covering the Ground-type Gym today!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Mudsdale

A Mudsdale with Stamina was one of my MVPs of my second Alola playthrough, so I’m going with it again, with a modified moveset, keeping High Horsepower, and making it up as I go along. Of course, giving it Leftovers to graze on, I wanted this Mudsdale to be a fun callback to simpler times with cutscenes aplenty!

Ability: Stamina

Item: Leftovers

Moves: Heavy Slam, High Horsepower, Mega Kick, Payback


Krookodile

Ground-types are bruisers, aren’t they? I just made that realisation while building this team. So here’s Krookodile in all of its glory! A big bruiser that intimidates others!

Ability: Intimidate

Item: Soft Sand

Moves: Earthquake, Swagger, Darkest Lariat, Stone Edge


Galarian Stunfisk

Stunfisk will be the one that prevents switching with its Snap Trap, and Binding Band ensuring the move does more damage at the end of each turn! Plus I added Bounce there because I wanted to see it bounce in the air. Because reasons. Rain Dance is here to set up for the final Pokemon.

Shame about the Mimicry Ability being useful only in certain circumstances, eh?

Ability: Mimicry

Item: Binding Band

Moves: Snap Trap, Bounce, Stomping Tantrum, Rain Dance


Nidoking

By using Sheer Force as its Ability, I’m able to allow Nidoking to hold a Life Orb without any crippling effects from it. Of course, it means its moveset will not get any additional effects (can only be a good thing with Superpower), but the attacks will be strong as hell.

Ability: Sheer Force

Item: Life Orb

Moves: Poison Jab, Iron Tail, Throat Chop, Superpower


Palossand

I wanted to add the Sitrus Berry so that after the inevitable Water Compaction activation, I wanted Palossand to heal some health back. I added a variety of Special Attacking moves too, mostly for coverage. If I had my way, I’d add a weaker Pokemon in a doubles team and have it use Water Shuriken for that extra Ability boost. But we’re doing singles here, and we have to deal with it!

Ability: Water Compaction

Item: Sitrus Berry

Moves: Shadow Ball, Giga Drain, Sludge Bomb, Earth Power


Mega Swampert

The biggest bruiser of them all, and the best Water/Ground-type in general, Swampert gets swole and awesome. A variety of the Water-type moves I would have used for Swampert would be Special Attacks, so I had to improvise. And it’s a shame that when it comes down to it, I can’t afford to waste time setting up rain when I’m down to my final Pokemon, which is why Stunfisk has Rain Dance.

Ability: Swift Swim

Item: Swampertite

Moves: Dive, Stomping Tantrum, Rock Tomb, Ice Punch

Gym Teams | Rock

Hey guys! I will say this now, that the Rock-type is horrible to work with, so I did my best!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Tyrantrum

I wanted to take advantage of Tyrantrum’s Strong Jaw Ability, plus with some of these affected move that also help with coverage! That’s basically it for this thing.

Ability: Strong Jaw

Item: Leftovers

Moves: Earthquake, Dragon Claw, Fire Fang, Thunder Fang


Rhydon

Each move (Double-Edge and Earthquake aside) are to help deal with Rhydon’s crippling quad weaknesses to Water- and Grass-type moves. Eviolite as standard gives it a bit of extra bulk as well.

Ability: Rock Head

Item: Eviolite

Moves: Double-Edge, Thunder Fang, Earthquake, Ice Fang


Armaldo

While it’s slow, Armaldo’s strangely a strong attacker. This is why I decided to give it a largely Physical move. It doesn’t actually learn any new level-up moves past 48, so I had to work with a few TMs. Its moves are all Physical, and they feel like that they compliment Armaldo more than work for type coverage, but I can’t see Armaldo rocking much else.

Ability: Battle Armor

Item: Sitrus Berry

Moves: X-Scissor, Rock Blast, Cross Poison, Liquidation


Lycanroc (Dusk)

I wanted the Dusk form for the nice Attack and Speed stats, and I wanted to take advantage of the Tough Claws Ability with the contact moves on hand, as that’s literally the only Ability for Dusk Form.

Ability: Tough Claws

Item: Rocky Helmet

Moves: Crunch, Rock Slide, Psychic Fangs, Iron Head


Tyranitar

I decided to increase the Defense of Tyranitar via Iron Defense, to help reduce the effect of the deadly Fighting-type moves. Sand Stream is going to be fun to help whittle down the health of the opponent, and this may be a Pokemon I might bring in first or second to bring in that Sand Stream, and then keep hard-switching so it’ll keep bringing it in. The other moves are just there to have a bit of fun!

Ability: Sand Stream

Item: Focus Sash

Moves: Stone Edge, Earthquake, Dragon Claw, Iron Defense


Mega Aerodactyl

Sadly there wasn’t a lot of moves that utilised Tough Claws, so I did the best that I could. However, Mega Aerodactyl is strong enough that it doesn’t need all of the biting moves on the planet, but Thunder Fang and Ice Fang will help wreck anyway, along with Iron Head and Wing Attack for extra coverage.

Ability: Tough Claws

Item: Aerodactylite

Moves: Iron Head, Thunder Fang, Wing Attack, Ice Fang


Gym Teams | Electric

Hey guys! We’re getting through these Gym teams, so now let’s add some silly sets in here too, just to make things fun!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Alolan Raichu

Alolan Raichu is up first, and I have to take advantage of the Surge Surfer by setting up an Electric Terrain first and foremost. This will help increase its already-good Speed stat, just so it can take out its enemies quicker. Play Rough is there for the standard Dark-types that may come out of the woodwork for this, and Surf to take care of any Ground-types.

Ability: Surge Surfer

Item: Leftovers

Moves: Thunderbolt, Electric Terrain, Surf, Play Rough


Rotom (Fan)

Yep, this is the joke set. It’s famous for being a joke set, and it’s here entirely for the purposes of being a joke set. That is all.

Ability: Levitate

Item: Air Balloon

Moves: Discharge, Hex, Will-o-Wisp, Dark Pulse


Electivire

I wanted to go for a varied amount of hard-hitting moves for Electivire, and it’s a shame that it doesn’t get Iron Fist as an Ability, but then again it would probably be broken as heck. It gets Life Orb to power up those moves even more, which will be a godsend for its power in the long run – so long as it doesn’t get killed too easily, of course!

Ability: Motor Drive

Item: Life Orb

Moves: Ice Punch, Thunder Punch, Stomping Tantrum, Darkest Lariat


Magnezone

I gave Magnezone the Sturdy Ability to ensure that it’ll last out a move that would normally OHKO it, like a Ground-type move – while it sets up the Magnet Rise. It’s not the fastest thing on the team, hence the Quick Claw, just on the off-chance. I also gave it Self-Destruct just to help take out a pesky enemy too!

Ability: Sturdy

Item: Quick Claw

Moves: Magnet Rise, Discharge, Flash Cannon, Self-Destruct


Oricorio (Pom-Pom)

There’s not many moves that take advantage of Oricorio’s Special Attack, so here we go. It’s not the best set, but at least we get Hidden Power to deal with the Rock- and Ice-types that may come for this.

Ability: Dancer

Item: Sitrus Berry

Moves: Roost, Toxic, Pluck, Hidden Power (Fighting)


Mega Ampharos

Because you’re worth it, we have Mega Ampharos to finish. I wanted to take advantage of its gargantuan Special Attack for this, and unlike Oricorio it doesn’t disappoint! I decided on Confuse Ray just because, while I also have Focus Blast (even though it does tend to miss most times) for a bit of extra coverage against Ice-types that may have prepared for the Mega Evolution.

Ability: Mold Breaker

Item: Ampharosite

Moves: Dragon Pulse, Confuse Ray, Thunderbolt, Focus Blast


Gym Teams | Grass

Hey guys! I thought it’d be best to carry on with the Gym Teams series, and today involves the Grass-type!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Ludicolo

I went with the Own Tempo Ability because I don’t intend on setting up any rain strategies here. It will, however, become a disruptor for the opponent. The standard Ludicolo set, then. I decided on Leftovers last-minute because I realised that I didn’t have a healing item on anything, and I also put in Leech Seed for added health gain.

Ability: Own Tempo

Item: Leftovers

Moves: Knock Off, Surf, Leech Seed, Fake Out


Rillaboom

I used a similar set-up on my sound-based team, but I decided to change it around for the purposes of this Gym. I used the Grassy Surge and Terrain Extender set-up like before, but I wanted to add Darkest Lariat, purely because that sounds like a lot of fun in terms of the animation.

Ability: Grassy Surge

Item: Terrain Extender

Moves: Drum Beating, Knock Off, Substitute, Darkest Lariat


Leavanny

Let’s just say that without the Focus Sash, it’ll get wrecked by Fire- or Flying-types, so we’ll just leave it there. I didn’t want to give it anything like Swords Dance or any set-up moves, because it’s frail enough as it is with those weaknesses, and I wanted to ensure that I could do damage with it. So it has this moveset.

Ability: Chlorophyll

Item: Focus Sash

Moves: X-Scissor, Shadow Claw, Poison Jab, Steel Wing


Breloom

Y’all know how much I love Breloom, so it gets a spot on the team for that reason alone. However, I’ve decided to give it an interesting moveset, bearing in mind the weaknesses, so that’s why we have Stone Edge. Fling is there for laughs, really, and to deal with Psychic-types – that’s why the held item is a Rare Bone – a great payoff for Fling, yet not impeding the performance.

Ability: Effect Spore

Item: Rare Bone

Moves: Seed Bomb, Stone Edge, Fling, Brick Break


Decidueye

The irony of a Ghost-type using Life Orb, eh? But Decidueye is a very decent attacker, so that’s why I decided on a Life Orb set-up. I also have U-turn just in case I need to make a switch while dealing some damage. Of course, I had to go with Spirit Shackle as its signature move.

Ability: Long Reach

Item: Life Orb

Moves: Spirit Shackle, Giga Drain, Steel Wing, U-turn


Mega Venusaur

The Mega Evolution of choice here is Venusaur, so we’ll go in with some Special Attacks. Okay, so most of its attacks by level-up are Physical, so we just went with a bit of a crazier moveset. Once again, we go for a Substitute, as well as Ingrain stalling, with Petal Dance being the big attack for Venusaur.

Ability: Thick Fat

Item: Venusaurite

Moves: Toxic, Ingrain, Substitute, Petal Dance

Gym Teams | Normal

Hey guys! I wanted to give this a go because I had a lot of fun doing the Galar Gyms posts last year, and I thought I might extend my reach to the rest of the Pokemon and the other types too. We might as well include Mega Evolutions too because why not? So every Pokemon across all eight regions are included!

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Ambipom

I chose Ambipom as the key stat increase setter, coupled with Baton Pass to a more deadly opponent. I decided to give it the Focus Sash, just to make sure that it wouldn’t get knocked out too easily. In a pinch, I gave it the combination of Fury Swipes with the Skill Link Ability, to make sure that it can hit five times.

Ability: Skill Link

Item: Focus Sash

Moves: Work Up, Baton Pass, Agility, Fury Swipes


Slaking

Slaking is a big thorn in your side, and if Ambipom can set up right, is designed to be almost unbeatable, which is why it’s imperitave you take out Ambipom as soon as possible. I gave it Slack Off to regain some health, Yawn to cripple the opponent, Chip Away…because, and Aerial Ace to counter the Fighting-types that are inevitably going to rock up to this Gym.

Ability: Truant

Item: Leftovers

Moves: Slack Off, Yawn, Chip Away, Aerial Ace


Drampa

This is more of a ‘why not?’ kind of Pokemon here, and Drampa boasts a lovely Special Attack stat, so I went with that. Well, it’s not going in my Dragon team anyway…but I thought I’d give it a nice array of Special moves for coverage purposes to take out Drampa’s threats.

Ability: Berserk

Item: Dragon Fang

Moves: Dragon Pulse, Extrasensory, Flamethrower, Ice Beam


Raticate

The trick with my Raticate is to allow it to take some form of damage, and use Endeavor on the opponent to bring it to the same sorry end, while boasting a godly attack at the same time. This one’s gonna go hard, not go home. I mean, it’ll probably faint soon enough, but it’ll have put in some fine work.

Ability: Guts

Item: Life Orb

Moves: Super Fang, Endeavor, Swords Dance, Double-Edge


Staraptor

I realise now that I don’t have much in the way of type coverage, so here is Staraptor. I gave it moves such as Aerial Ace and Steel Wing, then Double Team for evasion purposes, and finally Roost, to regain some of that lovely HP!

Ability: Intimidate

Item: Sharp Beak

Moves: Aerial Ace, Steel Wing, Double Team, Roost


Mega Lopunny

I decided to give Mega Lopunny some varied physical moves at its disposal. As the last member of the team to be out, it might as well go all guns blazing, after all!

Ability: Scrappy

Item: Lopunnite

Moves: Drain Punch, Bounce, Iron Tail, Play Rough


Making Galar Gyms – Bug

Hey guys! Here is the final one of the Galar Gym teams made of the types that were missed out in the series. It’s been interesting to build teams for these Gyms, and the final one is Bug!

Yes Tim, there are Pokemon with no items.


Centiskorch

Ooh Centiskorch. I’m sad that Lunge is at Level 60 and therefore ineligible for this challenge. But I made do with the moveset that I have – Coil to set up deadlier and more accurate attacks!

Ability: Flame Body

Item: Sitrus Berry

Moves: Power Whip, X-Scissor, Fire Spin, Coil


Vikavolt

Y’know, I was so tempted to use Guillotine, but I remembered the Wide Lens was a thing, so coupled with stuff for coverage and there we go. So if all else fails, try a Guillotine! *Except Wide Lens does not affect OHKO moves, but we all know that 100% accuracy moves aren’t actually 100% accurate – thanks Tim!*

Ability: Levitate

Item: Wide Lens

Moves: Bug Buzz, Discharge, Guillotine, Energy Ball


Vespiquen

Y’know, if a 4x effective Rock-type move were to hit, at least then there’s a Destiny Bond. I do have a pre-emptive plan further down! The Red Card is in case the Vespiquen survives the hit (somehow).

Ability: Pressure

Item: Red Card

Moves: Attack Order, Defend Order, Destiny Bond, Toxic


Crustle

Crustle is here because why not? It’ll just have a variation of attacking moves, with Rock Polish to increase its Speed!

Ability: Sturdy

Item:

Moves: Rock Polish, X-Scissor, Dig, Rock Tomb


Orbeetle

This Orbeetle is there to assist the previous Vespiquen, in order to get its Speed, Special Attack and Special Defense stats up a bit. Then I could Baton Pass over to Vespiquen to help deal with other Pokemon. Simple!

Ability: Frisk

Item: Leftovers

Moves: Leech Life, Baton Pass, Agility, Calm Mind


Butterfree

Of course, Centiskorch and Orbeetle were used by Kabu and my Psychic-type teams respectively, so we have a GMax Butterfree. It does have a variation of moves because you gotta go all out on this one.

Ability: Compound Eyes

Item:

Moves: Air Slash, Psybeam, Bug Buzz, Shadow Ball