This is my first post here, but I'm used to play since the advanced era. And during the whole 4th gen. I only build monotypes teams, but in 5th gen. it is kinda hard to accomplish it, so I decided to build a mixed team.
Timeline:
The team:
Deoxys-D @ Rocky Helmet Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Stealth Rock
- Spikes
- Toxic
Even leaving Magic Coat away, Deoxys-D is quite fast for a Spiker, making it a great pokemon to Taunt almost anything except for Prankster, Magic Bounce and Aerodactyl. Toxic and Rocky Helmet serves as a way to slowly damage the opponent since Deoxys-D don't need to end the match alive, this way making the work easier to Infernape and Landorus. Even it still not hitting Espeon, Toxic made this Deoxys-D less passive than the older one. Also, I'm running Toxic instead of Seismic Toss because only against stell-type and Prankster owners it is more useful, being the first one easily trappe by Magnezone and the least one being the uncommon Whimsicott, the Seismic Toss immune Sableye and Tornadus, which I can handle with Landorus or Magnezone.
Infernape (M) @ Life Orb
Trait: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Overheat
- Mach Punch
- Close Combat
- U-turn
I tried to run a team without it but with Tyranitar, but being a mixed swepper can get a few plays unaware. With proper setup from Deoxys-D, U-Turn'ing and Volt Switch'ing with Landorus and Magnezone can get some switches and HP from the opponent. Close Combat can hit hard many pokemon, specially the pesky Chansey and Blissey my team can't handle well. After a few Life Orb recoil Blaze activates, and Overheat can hit really hard any non-SDef pokemon, unfortunatelly it is most of the times a single hit. And the Close Combat + Overheat can wrecks most combinations of physical and special walls.
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 148 HP / 252 SAtk / 108 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone is a great stell killer. With this EVs in speed it can be faster than most common Metagross and Scizor, easily 2HKO the first and OHKO the last, and luckly EQ Metagross isn't quite common. Since most of you know, Ferrothorn and Skarmory are the main prey of it. The only stells it can't handle is Heatran, sice it usually outspeed and kill Magnezone before it can do anything, and special attacker Jirachi, which will hit harder Magnezone than the physical one. Being a Choice Specs make it hit a little harder in some special walls, making it a strong guy to have late game.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 252 Atk / 4 Def / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
My new Choice Scarfer. Even being weaker than Medicham, it is faster, making a good revenge killer. And become a great weapon in opponent's Sandstorm thanks to Sand Force. Ice HP, even being common, can get some by surprise and hit hard any of the many x4 weakness so common since forever in the meta. Scouting with U-Turn with him is better than with Inferape since it doesn't have the recoil from Life Orb and better than Magnezone for being faster than the magnetic pokemon.
Rotom-W @ Choice Scarf Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Trick
- Hydro Pump
- Hidden Power [Ice]
I never was a huge fan of this washing machine, I never had the timing of a Trick or Volt Switch. But after using him for few times I could learn how to run it properly. Trick can wreck any wall, specially Blissey and Chansey I always have hard time to defeat. Hydro Pump is great to kill Heatran people love to use to revenge kill my Magnezone, and in the common rain it can give a good amount of damage, even if the opponent has resistence to it. With two others U-Turners and another Volt Switcher a second VSer can be really annoyng to some opponents, specially the teams that don't run entry hazards. HP ice is simply to get rid of dragons, a type my previous team had some hard time to kill.
Virizion @ Leftovers Trait: Justified
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Focus Blast
- Giga Drain
- Calm Mind
- Hidden Power [Ice]
Virizion typing is like a improved Poison/Grass: even keeping the psychic weakness it keeps the ground resistance so useful for grass pokemon. Also, like the other members of the Musketeer trio it has awesome speed, being able of even outspeeding some +1 pokemon, and being the opposite of Terrakion it has good special status, being able to take even a non-STAB Ice attack, like the common HP ice, a few times enough to use some Calm Minds and starting to sweep. Giga Drain is the main move here: has STAB, nice base power and a recovery bonus, and get rid of the pesky bulk water pokemon I always have problems to deal with. Focus Blast is the second, less reliable and more powerful STAB move; after some CMs even Chansey must think twice switching into Virizion, the only problem with Focus Blast is the accuracy, but it is a high risk high return move. HP ice is to counter both dragons and plants, also common counters to Virizion, specially Celebi which can counter a STAB Psychic to it.
This far this team is the best one I found. I still didn't face a pokemon that could counter them. Entry hazards don't it really hard this team, making Rapid Spin unnecessary here. But maybe you still can find some problem here, but testing till now are going really well.
Timeline:
First Team
So, this was my first team. It was a good team at all with Deoxys-D setting Spikes and bouncing any status inducer with Magic Coat, Tyranitar messing with switches with both Pursuit and Stealth Rock at the same time it burn Scizors with Fire Blast, Infernape being able to get rid of both Blissey/Chansey and Skarmory, Magnezone trapping and killing any stell except for Heatran and a few Jirachi and Gliscor and Medicham sweeping thanks to the entry hazards. But it had 2 flaws: unable to counter bulky Water/Ground tanks and anything faster than Choice Scarf Medicham.
And them some tests began, some successful, others not. The second line-up I ended is this one I present:
Second Team
Medicham => Landorus: Medicham is an awesome pokemon, in good hands it can make big hiles in opposing teams. But it has a flaw: it is extremely fragile, and a Hi Jump Kick missing or hitting a Ghost-type doesn't help it, also Medicham is almost a sitting duck to anything faster than it. So I picked another Choice Scarf user: Landoise. Even without Tyranitar's Sandstorm it is still a threat, also because Sandstorm teams is quite common. Nothing better than using the opposing weapon against their owner. I only need to get used to him though, since I got really used to Medicham and its huge type coverage.
Tyranitar => Forretress: I really didn't want to take Tyra, but a Life Orb Infernape doesn't live long with a Sandstorm brewing, and between both I kept Infernape since the infamous Skarmbliss can be break with a single hit of this ape. Since I'm intending to make Infernape more durable (and also the others members of the team) I needed to run a Rapid Spinner, and I came out with Forretress. And Forretress can setup any hazard at the same time it can get rid of them in my field. I'm now studying a new special wall, since this was also Tyranitar's work and Tentacruel was more fragile than Forretress.
Gliscor => Celebi: with Landorus in the team I couldn't afford a second 4x weakness to ice at the same time as my problem with waters wasn't resolved yet. With Celebi I got rid of the bulky waters I feared before. Even still having weakness to ice the others members, except for Landorus obviously, can take ice hits quite well.
Even after these changes I still was having some problems. The main issue is that I could take full advantage of a free turn a U-Turn, Volt Switch or a normal switch gave me since there was no one that could setup raising its stats. The second problem I had was the double weakness for U-Turn, making both Celebi and Deoxys-D taking huge damages at the same time my opponent scout my team, this was a huge advantage my gave to my opponent. The third problem I noticed and stated by some users here was that the only thing Forretress did was giving me lowering my offensiveness at the same time I got one more weakness to fire. The last, but not less important, was that I didn't had a special wall, so if a CSpecs couldn't be both outspeeded and defeated by Infernape or Landorus it would take two or three pokes from my team.
With these new problems a third team emerged:
Third Team
Celebi => Virizion: Celebi was a good poke, spamming paralyz in the opposing team, but it wasn't strong enough to get rid of my issues. Also, the 4x weakness to U-Turn was really bothering me. So, whic plant poke could at the same time resist a U-Turn and counter bulky water tanks? Virizion was the answer I found, and a Calm Mind one also get rid of the free turns I couldn't use with full potencial.
Forretress => Rotom-W: Rotom-W is kinda bulky, even the Trick Scarf build I'm running, at the same time it is an offensive one. Since this team is more an offensive one other than anything I couldn't afford the turn I lose with a Rapid Spin, and most of the hazard work is done with Deoxys-D. So, the bug had to go.






So, this was my first team. It was a good team at all with Deoxys-D setting Spikes and bouncing any status inducer with Magic Coat, Tyranitar messing with switches with both Pursuit and Stealth Rock at the same time it burn Scizors with Fire Blast, Infernape being able to get rid of both Blissey/Chansey and Skarmory, Magnezone trapping and killing any stell except for Heatran and a few Jirachi and Gliscor and Medicham sweeping thanks to the entry hazards. But it had 2 flaws: unable to counter bulky Water/Ground tanks and anything faster than Choice Scarf Medicham.
And them some tests began, some successful, others not. The second line-up I ended is this one I present:
Second Team






Medicham => Landorus: Medicham is an awesome pokemon, in good hands it can make big hiles in opposing teams. But it has a flaw: it is extremely fragile, and a Hi Jump Kick missing or hitting a Ghost-type doesn't help it, also Medicham is almost a sitting duck to anything faster than it. So I picked another Choice Scarf user: Landoise. Even without Tyranitar's Sandstorm it is still a threat, also because Sandstorm teams is quite common. Nothing better than using the opposing weapon against their owner. I only need to get used to him though, since I got really used to Medicham and its huge type coverage.
Tyranitar => Forretress: I really didn't want to take Tyra, but a Life Orb Infernape doesn't live long with a Sandstorm brewing, and between both I kept Infernape since the infamous Skarmbliss can be break with a single hit of this ape. Since I'm intending to make Infernape more durable (and also the others members of the team) I needed to run a Rapid Spinner, and I came out with Forretress. And Forretress can setup any hazard at the same time it can get rid of them in my field. I'm now studying a new special wall, since this was also Tyranitar's work and Tentacruel was more fragile than Forretress.
Gliscor => Celebi: with Landorus in the team I couldn't afford a second 4x weakness to ice at the same time as my problem with waters wasn't resolved yet. With Celebi I got rid of the bulky waters I feared before. Even still having weakness to ice the others members, except for Landorus obviously, can take ice hits quite well.
Even after these changes I still was having some problems. The main issue is that I could take full advantage of a free turn a U-Turn, Volt Switch or a normal switch gave me since there was no one that could setup raising its stats. The second problem I had was the double weakness for U-Turn, making both Celebi and Deoxys-D taking huge damages at the same time my opponent scout my team, this was a huge advantage my gave to my opponent. The third problem I noticed and stated by some users here was that the only thing Forretress did was giving me lowering my offensiveness at the same time I got one more weakness to fire. The last, but not less important, was that I didn't had a special wall, so if a CSpecs couldn't be both outspeeded and defeated by Infernape or Landorus it would take two or three pokes from my team.
With these new problems a third team emerged:
Third Team






Celebi => Virizion: Celebi was a good poke, spamming paralyz in the opposing team, but it wasn't strong enough to get rid of my issues. Also, the 4x weakness to U-Turn was really bothering me. So, whic plant poke could at the same time resist a U-Turn and counter bulky water tanks? Virizion was the answer I found, and a Calm Mind one also get rid of the free turns I couldn't use with full potencial.
Forretress => Rotom-W: Rotom-W is kinda bulky, even the Trick Scarf build I'm running, at the same time it is an offensive one. Since this team is more an offensive one other than anything I couldn't afford the turn I lose with a Rapid Spin, and most of the hazard work is done with Deoxys-D. So, the bug had to go.
The team:

Deoxys-D @ Rocky Helmet Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Stealth Rock
- Spikes
- Toxic
Even leaving Magic Coat away, Deoxys-D is quite fast for a Spiker, making it a great pokemon to Taunt almost anything except for Prankster, Magic Bounce and Aerodactyl. Toxic and Rocky Helmet serves as a way to slowly damage the opponent since Deoxys-D don't need to end the match alive, this way making the work easier to Infernape and Landorus. Even it still not hitting Espeon, Toxic made this Deoxys-D less passive than the older one. Also, I'm running Toxic instead of Seismic Toss because only against stell-type and Prankster owners it is more useful, being the first one easily trappe by Magnezone and the least one being the uncommon Whimsicott, the Seismic Toss immune Sableye and Tornadus, which I can handle with Landorus or Magnezone.
Infernape (M) @ Life Orb
Trait: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Overheat
- Mach Punch
- Close Combat
- U-turn
I tried to run a team without it but with Tyranitar, but being a mixed swepper can get a few plays unaware. With proper setup from Deoxys-D, U-Turn'ing and Volt Switch'ing with Landorus and Magnezone can get some switches and HP from the opponent. Close Combat can hit hard many pokemon, specially the pesky Chansey and Blissey my team can't handle well. After a few Life Orb recoil Blaze activates, and Overheat can hit really hard any non-SDef pokemon, unfortunatelly it is most of the times a single hit. And the Close Combat + Overheat can wrecks most combinations of physical and special walls.

Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 148 HP / 252 SAtk / 108 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone is a great stell killer. With this EVs in speed it can be faster than most common Metagross and Scizor, easily 2HKO the first and OHKO the last, and luckly EQ Metagross isn't quite common. Since most of you know, Ferrothorn and Skarmory are the main prey of it. The only stells it can't handle is Heatran, sice it usually outspeed and kill Magnezone before it can do anything, and special attacker Jirachi, which will hit harder Magnezone than the physical one. Being a Choice Specs make it hit a little harder in some special walls, making it a strong guy to have late game.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 252 Atk / 4 Def / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
My new Choice Scarfer. Even being weaker than Medicham, it is faster, making a good revenge killer. And become a great weapon in opponent's Sandstorm thanks to Sand Force. Ice HP, even being common, can get some by surprise and hit hard any of the many x4 weakness so common since forever in the meta. Scouting with U-Turn with him is better than with Inferape since it doesn't have the recoil from Life Orb and better than Magnezone for being faster than the magnetic pokemon.
Rotom-W @ Choice Scarf Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Trick
- Hydro Pump
- Hidden Power [Ice]
I never was a huge fan of this washing machine, I never had the timing of a Trick or Volt Switch. But after using him for few times I could learn how to run it properly. Trick can wreck any wall, specially Blissey and Chansey I always have hard time to defeat. Hydro Pump is great to kill Heatran people love to use to revenge kill my Magnezone, and in the common rain it can give a good amount of damage, even if the opponent has resistence to it. With two others U-Turners and another Volt Switcher a second VSer can be really annoyng to some opponents, specially the teams that don't run entry hazards. HP ice is simply to get rid of dragons, a type my previous team had some hard time to kill.

Virizion @ Leftovers Trait: Justified
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Focus Blast
- Giga Drain
- Calm Mind
- Hidden Power [Ice]
Virizion typing is like a improved Poison/Grass: even keeping the psychic weakness it keeps the ground resistance so useful for grass pokemon. Also, like the other members of the Musketeer trio it has awesome speed, being able of even outspeeding some +1 pokemon, and being the opposite of Terrakion it has good special status, being able to take even a non-STAB Ice attack, like the common HP ice, a few times enough to use some Calm Minds and starting to sweep. Giga Drain is the main move here: has STAB, nice base power and a recovery bonus, and get rid of the pesky bulk water pokemon I always have problems to deal with. Focus Blast is the second, less reliable and more powerful STAB move; after some CMs even Chansey must think twice switching into Virizion, the only problem with Focus Blast is the accuracy, but it is a high risk high return move. HP ice is to counter both dragons and plants, also common counters to Virizion, specially Celebi which can counter a STAB Psychic to it.
This far this team is the best one I found. I still didn't face a pokemon that could counter them. Entry hazards don't it really hard this team, making Rapid Spin unnecessary here. But maybe you still can find some problem here, but testing till now are going really well.