So, my teambuilding philosophy. While I may not be known as a particularly good or well-known player, I do like building teams and have
made some good ones (I think). To be perfectly honest here, you can completely disregard my word, as if you want a "good" player's philosophy this might not be it, but I felt like posting this anyways. I mean, part of it is that analyzing my own philosophy and getting it out on paper is hopefully going to help me build teams a bit better, but that's besides the point.
I keep a lot of things in mind while I'm teambuilding. I generally start with one pokemon, set or core, and go from there. This tends to be the source of creativity for a team; however, that is not to be said to imply that the supporting pokemon cannot have creativity. Of course, the creativity can only go so far, and a general rule of thumb is that the pokemon, the centerpiece if you will, cannot be blatantly outclassed by anything if you're trying to be too creative. Some niche mons are okay, you just have to really identify and abuse its niche as much as possible. Sometimes, this pokemon will determine the general direction of the team and its archetype, but I feel like it is helpful to remain open minded. For example, with a pokemon like Sticky Web Shuckle throws you into HO, but some pokemon can go in multiple directions (such as how Deo-A tends to be used in HO, but some great balance teams have been made with it, like Fireburn's one that he RMT'd). Anyways, enough about the centerpiece mon. From there, there are a couple of requirements I feel like most teams should get down to be successful. Note that not all of them are necessary for a solid build, it's only a general checklist of things that you should try fit if possible.
1. Checks and Counters. Most teams need solid answers to these pokemon:
Xerneas
Kyogre
Ekiller
Ho-Oh
Zekrom
Blaziken
Mewtwo
Yveltal
Palkia
Kangaskhan
CM Arceus Formes
They are in a general order of importance, but I'm sure there is some variance. Let me know if something desperately needs to be changed but generally all of them should be checked so it doesn't really matter. In my experience, this part is most important for stall and balance- HO can get away ignoring some of these, especially the slower ones, while the faster ones (such as Scarf Kyogre and Zekrom), or ones with priority take priority.
2. Hazard Control. A team should be able to both get up and get down hazards. This means that you should have a pokemon with at least rocks (spikes is nice but it isn't as well distributed so it's often hard to fit), as well as a defog user or spinner. The latter is generally ignored or at least less important on HO though, so that is something to note. You will also want sufficient offensive pressure to keep up rocks, but this can be hard, especially for stall.
3. Cleric. Stall absolutely needs a cleric, while balance needs either a cleric or a status absorber. This can be hard to fit though, especially since its distribution is pretty much limited to fairies and Blissey, which is quite limiting when it comes to teambuilding. HO teams can get away without one usually.
4. Stallbreaker. Most teams should have a way to break down stall quickly, so as not to be overwhelmed by toxic spam. This could be both smashing things obscenely hard (like SpecsOgre), using taunt to shut down/force switches on defensive or support mons (like Yveltal), or isolating core members to break apart a team (like Gengar or even Gothitelle). I'm going to throw it out there that stallbreakers tend to add little defensive synergy to teams, so this is something to note, but it is generally pretty important to have one.
5. Pursuit Trapper. Gengar is a threat that you might notice is not in the above list. That's because its way of checking is not really by having a pokemon that can wall Gengar, but by stopping it from doing its trapping shenanigans altogether. Pursuit trappers are most necessary on stall, but any team with more than one Gengar weak mon should definitely consider using a pursuit trapper. The necessity of a pursuit user is really based on a teams weakness to Gengar (in other words, if everything beats Gengar 1v1, there is pretty much no point to running a pursuit trapper).
6. Win Condition. I guarantee that if you can't win, you will always lose (okay fine ties but screw that). This is usually a setup mon or a late game cleaner, and it often allows for a general game plan for a team, which is usually play a game until you eliminate your win conditions checks, and then get it in to end the game. It is perfectly viable to run more than one win condition. I find it generally debatable whether this is necessary on stall- it depends on the build and to what degree of stall it plays at.
7. Anti leads. Yeah, this is the least likely goal but it is always nice to be able to shut down that suicide lead. If this isn't there, it's not. There's no reason to go out of your way to get this.
8. Synergy. This is definitely the most open-ended element of a team, but it is very important. This encompasses both type synergy and functionality synergy. For type synergy, you want resists to most types (okay, you really
want all of them but sometimes you don't have it). I tend to try to keep weaknesses within one of the resists, meaning that I try not to have, say 3 weaknesses to a type and only 1 resist. That being said, I'm sure there are scenarios where it works to have that, I just prefer not to. As for functionality, this basically means that you can't run stuff like Blaziken and Deo-A on stall to their full potential (okay, correct me if I'm wrong). Similarly, running SDef RestTalk Palkia is ineffective on HO.
So those are the elements that are needed. There are a few things I want to address other than this though, being the actually building process itself and team archetypes.
As I may have alluded to in some of the elements, archetypes tend to have different needs and different emphases on certain needs. I feel like the general concept is that the more offensive a team is, the more stuff it can get away with not having. It makes sense- a team that puts a ton of pressure on the opponent so that their offensive mons will never get a chance to get in safely isn't going to need to deal with the said threat, while stall teams that have less offensive presence give more free turns and thus force it to deal with more offensive threats.
As for the teambuilding process, it looks something like this. Start with the centerpiece I talked about earlier, build cores, and add support. After this is done, check the checklist. Chances are, you overlooked something, and then look for ways to fix that thing you overlooked. Oftentimes, it feels impossible to fix stuff, and you will struggle to have that check to that one mon, while keeping a stallbreaker, or while not being to electric weak or something. This happens a ton and instead of trying to rearrange the same mons, recognize that you are trying to put a square peg in a round hole. You may need to do something interesting or change a set to accommodate these things. I recall that once, I was having trouble fitting a cleric on one of my balance teams along with a win condition, while retaining all of the other stuff. I spent a while trying to do stuff, but I eventually thought of running CM Refresh Waterceus, which fit perfectly. So, keep taking looks back at the team, going over it, patching up little things here and there, and you will eventually have a great team!
So, in conclusion- here is a checklist of stuff to have.
Checks to:
Xerneas
Kyogre
Ekiller
Ho-Oh
Zekrom
Blaziken
Mewtwo
Yveltal
Palkia
Kangaskhan
CM Arceus Formes
Also have:
Cleric
Stealth Rock
Anti Lead
Defog/Spin
Pursuit Trapper
Stallbreaker
Win Condition
Synergy
So, thanks for reading my long teambuilding philosophy and I hope this helped!