As I've only gotten into competitive battling since X/Y, this is my first real team-- I've raised it in-game, and I've had a lot of success with it. I thought I'd run it by you guys for some expert advice!
Tyranitar / Male (Smooth Rock)
Ability: Sand Stream
252 Atk / 84 Def / 84 SDef / 88 HP
Brave Nature
--Protect
--Crunch
--Rock Slide
--Power-Up Punch
My weather inducer and one of the two set-up pokemon for the team! Power-Up Punch is the move I'm iffiest about on this one, because it doesn't do enough damage to get out of a tight spot, but it's a helpful boost to sweeps when he can pull them off. Rock Slide is the move I use the most, as it has both STAB and spread.
Reuniclus / Female (Focus Sash)
Ability: Magic Guard
252 SpAtk / 84 Def / 84 SDef / 88 HP
Mild Nature
--Protect
--Trick Room
--Psychic
--Focus Blast
The slowest pokemon on the team and also the trick room setter. I used to have a life orb on her as she can usually take a hit and it's an item easily abused by a pokemon with magic guard, but I was running into her getting KO'd before setting up trick room too often and switched to the focus sash. Similarly, I used to have her running recover instead of protect, but I found myself rarely willing to give up a turn of attacking to heal, and protect keeps her out of harm's way when there's a ghost or dark pokemon on the field, while her partner cleans up.
Garchomp / Male (Yache Berry)
Ability: Sand Veil
252 Atk / 84 Def / 84 SDef / 88 HP
Careful Nature
--Crunch
--Earthquake
--Rock Slide
--Dual Chop
At first, I'd considered Garchomp too speedy for this team. However, this turned out to be an advantage rather than a cost on a number of occasions, where trick room had time to wear off and I'd already lost MY Reuniclus, leaving me with a team of pokemon that always went last. Garchomp's higher speed and boosts from the sandstorm leave him a functional backup that's helped the team, and packs more than enough of a punch to hit hard even when going last.
Empoleon / Male (Weakness Policy)
Ability: Torrent
252 SAtk / 252 HP / 4 Def
Quirky Nature
--Flash Cannon
--Grass Knot
--Protect
--Scald
Although not last on this list, Empoleon was the last added to the team, in hopes of giving the team a bit more of a type spread. The team had too much of a fairy weakness, and so a steel type seemed ideal to patch up that hole. Scald's burn chance is also welcome on the team, as it has very little status-inducing ability. Grass Knot finishes up the set, to handle water types which threaten half the team. Weakness policy was chosen after some deliberation, as Empoleon is fairly bulky and lacks 4x weaknesses that would make the item useless.
Clefable / Female (Life Orb)
Ability: Magic Guard
130 SAtk / 126 Def / 126 SDef / 126 HP
Quiet Nature
--Ice Beam
--Protect
--Moonblast
--Flamethrower
While I'd given up the Magic Guard/Life Orb combination on my Reuniclus, I still really liked it and thus looked for another pokemon that could potentially use it. Clefable turned out to be this pokemon, and also benefits from pure fairy typing, leaving it with only two weaknesses that are not common to the rest of the team. Magic Guard also protects it from sandstorm damage, just like my Reuniclus, and Clefable is also slow enough to work in trick room.
Gliscor / Female (Toxic Orb)
Ability: Poison Heal
252 HP / 200 SDef / 56 Atk
Careful Nature
--Poison Jab
--Earthquake
--Rock Slide
--Protect
An immunity to Garchomp's earthquake, reliable healing, mid-level speed that works both in and out of trick room and only one notable weakness apart from the frightening 4x weakness to ice, Gliscor seemed an ideal member of this team. She is, however, the one member I'm truly iffy about, as her role is similar to that of Garchomp, with the exact same crippling weakness and less attack strength. I haven't found anything I'd like to replace her with, though, and she's proved plenty useful in battle.
ISSUES
Ice weakness; Two pokemon with a 4x weakness to ice is unappealing, especially if the opponent can get rid of Tyranitar and then get hail up.
Limited movesets; I feel like a greater variety of move options or types would benefit the team, but I'm not exactly sure how or what moves would be preferable.
I'm sure there are other problems, and I'm especially worried about Gliscor and Garchomp, but I've hit a wall and I'm not sure what else to tweak to make the team flow better. Overall, I've had success with the team how it is, but I feel it could use some fine tuning. Criticism and help is super appreciated! Thanks!
Tyranitar / Male (Smooth Rock)
Ability: Sand Stream
252 Atk / 84 Def / 84 SDef / 88 HP
Brave Nature
--Protect
--Crunch
--Rock Slide
--Power-Up Punch
My weather inducer and one of the two set-up pokemon for the team! Power-Up Punch is the move I'm iffiest about on this one, because it doesn't do enough damage to get out of a tight spot, but it's a helpful boost to sweeps when he can pull them off. Rock Slide is the move I use the most, as it has both STAB and spread.
Reuniclus / Female (Focus Sash)
Ability: Magic Guard
252 SpAtk / 84 Def / 84 SDef / 88 HP
Mild Nature
--Protect
--Trick Room
--Psychic
--Focus Blast
The slowest pokemon on the team and also the trick room setter. I used to have a life orb on her as she can usually take a hit and it's an item easily abused by a pokemon with magic guard, but I was running into her getting KO'd before setting up trick room too often and switched to the focus sash. Similarly, I used to have her running recover instead of protect, but I found myself rarely willing to give up a turn of attacking to heal, and protect keeps her out of harm's way when there's a ghost or dark pokemon on the field, while her partner cleans up.
Garchomp / Male (Yache Berry)
Ability: Sand Veil
252 Atk / 84 Def / 84 SDef / 88 HP
Careful Nature
--Crunch
--Earthquake
--Rock Slide
--Dual Chop
At first, I'd considered Garchomp too speedy for this team. However, this turned out to be an advantage rather than a cost on a number of occasions, where trick room had time to wear off and I'd already lost MY Reuniclus, leaving me with a team of pokemon that always went last. Garchomp's higher speed and boosts from the sandstorm leave him a functional backup that's helped the team, and packs more than enough of a punch to hit hard even when going last.
Empoleon / Male (Weakness Policy)
Ability: Torrent
252 SAtk / 252 HP / 4 Def
Quirky Nature
--Flash Cannon
--Grass Knot
--Protect
--Scald
Although not last on this list, Empoleon was the last added to the team, in hopes of giving the team a bit more of a type spread. The team had too much of a fairy weakness, and so a steel type seemed ideal to patch up that hole. Scald's burn chance is also welcome on the team, as it has very little status-inducing ability. Grass Knot finishes up the set, to handle water types which threaten half the team. Weakness policy was chosen after some deliberation, as Empoleon is fairly bulky and lacks 4x weaknesses that would make the item useless.
Clefable / Female (Life Orb)
Ability: Magic Guard
130 SAtk / 126 Def / 126 SDef / 126 HP
Quiet Nature
--Ice Beam
--Protect
--Moonblast
--Flamethrower
While I'd given up the Magic Guard/Life Orb combination on my Reuniclus, I still really liked it and thus looked for another pokemon that could potentially use it. Clefable turned out to be this pokemon, and also benefits from pure fairy typing, leaving it with only two weaknesses that are not common to the rest of the team. Magic Guard also protects it from sandstorm damage, just like my Reuniclus, and Clefable is also slow enough to work in trick room.
Gliscor / Female (Toxic Orb)
Ability: Poison Heal
252 HP / 200 SDef / 56 Atk
Careful Nature
--Poison Jab
--Earthquake
--Rock Slide
--Protect
An immunity to Garchomp's earthquake, reliable healing, mid-level speed that works both in and out of trick room and only one notable weakness apart from the frightening 4x weakness to ice, Gliscor seemed an ideal member of this team. She is, however, the one member I'm truly iffy about, as her role is similar to that of Garchomp, with the exact same crippling weakness and less attack strength. I haven't found anything I'd like to replace her with, though, and she's proved plenty useful in battle.
ISSUES
Ice weakness; Two pokemon with a 4x weakness to ice is unappealing, especially if the opponent can get rid of Tyranitar and then get hail up.
Limited movesets; I feel like a greater variety of move options or types would benefit the team, but I'm not exactly sure how or what moves would be preferable.
I'm sure there are other problems, and I'm especially worried about Gliscor and Garchomp, but I've hit a wall and I'm not sure what else to tweak to make the team flow better. Overall, I've had success with the team how it is, but I feel it could use some fine tuning. Criticism and help is super appreciated! Thanks!
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