Hello Smogon. My name, as you can see, is TheConman. This is my first ever post and I'm pretty new to the competitive battling scene as well, so please forgive me if I make any rookie mistakes.
This team is largely based on a hit-and-run strategy, with some some sponges to take hits.
Terrakion's primary use on this team is to stop any Dragon/Flying types and Volcarona from setting up. It also hits Steel types extremely hard and is a fantastic revenge killer when scarfed. X-Scissor helps Terrakion deal with bulky Psychic and Grass types. Close Combat hits Steel types, and Stone Edge hits Flying types and Volcarona hard. Rock Slide is for situations where you must hit an attack, or when a bit of luck may get you a flinch to save the day.
Well that's my team. I have made several changes to it with the suggestions given to me, including changing specially defensive Celebi to specially defensive Jirachi and scarfed Infernape to Life Orb Infernape and then Terrakion. I would love any constructive criticism or advice. Remember, this is my first time ever making a post, and I am pretty new to competitive battling, so please forgive any mistakes I made either building the team or writing this. So fellow Smogon users, this has been TheConman. Please RMT.
This team is largely based on a hit-and-run strategy, with some some sponges to take hits.
Changes are in red.
The team at first glance:
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 36 HP / 252 Atk / 220 Spe
Nature: Adamant (+Atk -SAtk)
-Dragon Dance
-Outrage
-Earthquake
-Brick Break
Haxorus is the main heavy hitter of the team. Not much likes taking an Outrage from a boosted Haxorus. Max Atk for obvious reasons, 220 Spe gives it enough to outpace the likes of Dragonite, Heatran, and Rotom-W. The rest goes into HP to let it take hits a bit better. Adamant nature is again, pretty self-explanatory. Outrage for ridiculously powerful STAB, Earthquake for Tran among other Steel Types, Brick Break to hit Hydreigon and Tyranitar really hard, as well as being the only thing on the set to even dent Skarmory. Dragon Dance to take advantage of Espeon's Dual Screens.
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid (+Spe -Atk)
-Reflect
-Light Screen
-Psychic
-Hidden Power Fire
Espeon is mainly used to deflect entry hazards. It is also a stellar Breloom counter. Dual Screens Espeon lets the offensive team members switch in on some incoming attacks with relative ease then proceed to set up. Max HP to sponge hits, max Spe to get screens up before getting attacked, which Timid nature helps even more with, and the rest to Def because Espeon's physical defense needs all of the help it can get. Psychic for a STAB move, and even without SAtk EVs, a STAB Psychic coming off of a base 130 SAtk stat isn't anything to laugh at. Hidden Power Fire can hurt Ferrothorn and Forretress, which Espeon will be switching into a lot anyways.
Hydreigon @ Expert Belt
Ability: Levitate
EVs 4 HP / 252 SAtk / 252 Spe
Nature: Rash (+SAtk -Def)
-Draco Meteor
-Fire Blast
-Superpower
-Dark Pulse
Hydreigon is one of the hit-and-run pokemon on the team. Max SAtk for powerful Draco Meteors and Fire Blasts and Max Spe just to outspeed other things. Rash nature boosts SAtk without lowering Atk, and Hydreigon needs more physical defense to protect better against priority. Draco Meteor puts a dent in anything that wants to switch in. For an example, a Draco Meteor will do 32%-38% damage on a max HP max SDef Careful nature Skarmory. Fire Blast for Steel types, Superpower OHKOs Tyranitar and severely dents Blissey and Chansey, and Dark Pulse is to hit psychic types hard.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Nature: Relaxed
-Gyro Ball
-Spikes
-Rapid Spin
-Volt Switch
Forretress is for setting up hazards and Rapid Spinning, as well as taking Ice or Dragon type attacks directed at Haxorus and Hydreigon, and Bug type attacks directed at Celebi. Max HP for obvious reasons, and max Def because there is already another special wall on the team. Its Def is further enhanced by Relaxed nature. Gyro Ball for hitting incoming Dragon types trying to set up. Spikes for entry hazard support, and Rapid Spin to spin away entry hazards that Espeon couldn't deflect, mainly Tyranitar's Stealth Rock. Volt Switch is to keep a bit of momentum going, and since Forretress is so slow, it is pretty much guaranteed to absorb an oncoming attack before it Volt Switches out.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spe
Nature: Careful
-Iron Head
-Body Slam
-Wish
-Fire Punch
Ah, Jirachi, perhaps the most annoying pokemon to battle against in the entire game. Max HP and 224 SDef to let it sponge special hits, while 32 Spe EVs give it enough speed to outrun Jolly Tyranitar. Iron Head and Body Slam for ParaFlinch, Fire Punch for burns and steel types, and wish for self-recovery or Wish-passing.
Terrakion @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
-X-Scissor
-Close Combat
-Stone Edge
-Rock Slide
The team at first glance:
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 36 HP / 252 Atk / 220 Spe
Nature: Adamant (+Atk -SAtk)
-Dragon Dance
-Outrage
-Earthquake
-Brick Break
Haxorus is the main heavy hitter of the team. Not much likes taking an Outrage from a boosted Haxorus. Max Atk for obvious reasons, 220 Spe gives it enough to outpace the likes of Dragonite, Heatran, and Rotom-W. The rest goes into HP to let it take hits a bit better. Adamant nature is again, pretty self-explanatory. Outrage for ridiculously powerful STAB, Earthquake for Tran among other Steel Types, Brick Break to hit Hydreigon and Tyranitar really hard, as well as being the only thing on the set to even dent Skarmory. Dragon Dance to take advantage of Espeon's Dual Screens.
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid (+Spe -Atk)
-Reflect
-Light Screen
-Psychic
-Hidden Power Fire
Espeon is mainly used to deflect entry hazards. It is also a stellar Breloom counter. Dual Screens Espeon lets the offensive team members switch in on some incoming attacks with relative ease then proceed to set up. Max HP to sponge hits, max Spe to get screens up before getting attacked, which Timid nature helps even more with, and the rest to Def because Espeon's physical defense needs all of the help it can get. Psychic for a STAB move, and even without SAtk EVs, a STAB Psychic coming off of a base 130 SAtk stat isn't anything to laugh at. Hidden Power Fire can hurt Ferrothorn and Forretress, which Espeon will be switching into a lot anyways.
Hydreigon @ Expert Belt
Ability: Levitate
EVs 4 HP / 252 SAtk / 252 Spe
Nature: Rash (+SAtk -Def)
-Draco Meteor
-Fire Blast
-Superpower
-Dark Pulse
Hydreigon is one of the hit-and-run pokemon on the team. Max SAtk for powerful Draco Meteors and Fire Blasts and Max Spe just to outspeed other things. Rash nature boosts SAtk without lowering Atk, and Hydreigon needs more physical defense to protect better against priority. Draco Meteor puts a dent in anything that wants to switch in. For an example, a Draco Meteor will do 32%-38% damage on a max HP max SDef Careful nature Skarmory. Fire Blast for Steel types, Superpower OHKOs Tyranitar and severely dents Blissey and Chansey, and Dark Pulse is to hit psychic types hard.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Nature: Relaxed
-Gyro Ball
-Spikes
-Rapid Spin
-Volt Switch
Forretress is for setting up hazards and Rapid Spinning, as well as taking Ice or Dragon type attacks directed at Haxorus and Hydreigon, and Bug type attacks directed at Celebi. Max HP for obvious reasons, and max Def because there is already another special wall on the team. Its Def is further enhanced by Relaxed nature. Gyro Ball for hitting incoming Dragon types trying to set up. Spikes for entry hazard support, and Rapid Spin to spin away entry hazards that Espeon couldn't deflect, mainly Tyranitar's Stealth Rock. Volt Switch is to keep a bit of momentum going, and since Forretress is so slow, it is pretty much guaranteed to absorb an oncoming attack before it Volt Switches out.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spe
Nature: Careful
-Iron Head
-Body Slam
-Wish
-Fire Punch
Ah, Jirachi, perhaps the most annoying pokemon to battle against in the entire game. Max HP and 224 SDef to let it sponge special hits, while 32 Spe EVs give it enough speed to outrun Jolly Tyranitar. Iron Head and Body Slam for ParaFlinch, Fire Punch for burns and steel types, and wish for self-recovery or Wish-passing.
Terrakion @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
-X-Scissor
-Close Combat
-Stone Edge
-Rock Slide
Terrakion's primary use on this team is to stop any Dragon/Flying types and Volcarona from setting up. It also hits Steel types extremely hard and is a fantastic revenge killer when scarfed. X-Scissor helps Terrakion deal with bulky Psychic and Grass types. Close Combat hits Steel types, and Stone Edge hits Flying types and Volcarona hard. Rock Slide is for situations where you must hit an attack, or when a bit of luck may get you a flinch to save the day.
The team at final glance:
Well that's my team. I have made several changes to it with the suggestions given to me, including changing specially defensive Celebi to specially defensive Jirachi and scarfed Infernape to Life Orb Infernape and then Terrakion. I would love any constructive criticism or advice. Remember, this is my first time ever making a post, and I am pretty new to competitive battling, so please forgive any mistakes I made either building the team or writing this. So fellow Smogon users, this has been TheConman. Please RMT.