Team Overview: I have a mad soft spot for Primeape and I decided that is high time I build a team around the little guy. Primeape has some great selling points. It has pretty good speed and great attack. It's movepool is awesome, too. Vital Spirit makes it great to throw into sleepers. I've decided on using a sweeping Primeape that will be supported by team synergy to accomplish it's goal of maximum damage to an opponent's pokemon, team, and ego.
I'll try to do up a threat list after further play-testing.
Team at a Glance:Team:
Tucker (Mamoswine) (M) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Ice Shard
- Endeavor
- Stealth Rock
My Lead. Good ol' Tucker can pack a serious punch. I abuse this guy for the Stealth Rock. Primeape, like all sweepers, loves entry hazards. With Sash, Endeavor, and Ice Shard, I can net a KO with proper prediction. If this guy survives the first few rounds of battle, I use it as additional Electric-resist.
Wiggles (Tentacruel) (F) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Hidden Power [Electric]
- Knock Off
- Rapid Spin
- Surf
Usually, there would be Toxic Spikes, however, that had the least benefit of the three in regards to this team. Instead, I use Wiggles for Knock Off. Leftovers, Choice Scarf, Life Orb, etc. are no long issues for Primeape's sweep. Also, Primeape hates Toxic Spikes and this guy eats those for dinner. This pokemon and Milotic give me my Fire and Ice Resist. Wiggles can take some Fighting-attacks, too.
Debris (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Rapid Spin
- Spikes
- Payback
Debris is my physical wall, 2nd Rapid Spinner, and Spiker. This pokemon is slower than molasses on a winter night. Payback is for those Ghosts who think they can bounce in on my Spinning. I felt it absolutely necessary for two spinners because Primeape is rather frail so I want as much HP on the bugger when he is sent into the field. Debris handles the Flying-attacks.
Kravin (Primeape) (M) @ Life Orb
Ability: Vital Spirit
EVs: 36 HP/252 Atk/220 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Ice Punch
- Punishment
- U-turn
The star of the team. Punishment is beast against Psychic/Ghost-types who think they are just going to set up on you. It hits them slightly harder than a Stone Edge. U-turn is great for early game scouting. Ice Punch is obviously for flying-types. I went with Ice Punch > Stone Edge for accuracy as well as the fact that SR will be shredding flying-types such that Ice Punch will still net KOs.
Erotic (Milotic) (F) @ Leftovers
Ability: Marvel Scale
EVs: 148 HP/252 Def/108 SAtk
Bold nature (+Def, -Atk)
- Ice Beam / HP: Elec
- Hypnosis
- Recover
- Surf
Primeape hates Will-o-Wisp. Milotic is all about the defense boost. A Weezing's natural enemy is a Milotic. Hypnosis, though low on accuracy, can help me stall out a plan against some threats but Milotic is mainly here to suck up Wisp/T-Wave and strike back with Surf. HP: Elec would help me edge out some damage on the switch if someone tries to in a Bulky Water. Ice Beam is present for the Dragon-types that Milotic could handle.
Aztec (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Earth Power
- Ice Beam
- Rest
- Sleep Talk
Claydol gives me Rock/Ground/Psychic/Elec resist. RestTalk for survivability. Ground/Ice has pretty decent coverage. I have two spinners so I don't need another, nor to I need any more entry hazards. This pokemon can also eat status as well.