





Back with another team of some of my favorite Pokemon! I like to mix OU Pokemon with more obscure Pokemon to make for a more interesting and unique team. I have played tons of battles with these guys and done as much tweaking as I can (with a lot of success!), but am always looking to improve. Importable text is at the bottom if you want to test these guys out! Without further ado:

Rex (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
This guy is definitely my all-around MVP. I always use him as a lead because he pretty much gets a free OHKO. I spam Fire Blast 99% of the time, which always does a huge chunk of damage. I have Focus Blast for Heatran and Tyranitar, which hits for more than half to Heatran and OHKOs TTar. I'll only switch out if they send in a status/hazard setter (Go! Espeon!) or a super strong electric type user (Go! Lanturn!). Or, of course, a special wall. Even the strongest water types don't scare this guy when it's sunny out, so Solarbeam comes in handy quite often. Roost gives him that critical element of longevity and allows me to switch in on Stealth Rocks a couple of times.

Aesir (Lanturn) (M) @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Heal Bell
- Volt Switch
Lanturn is, in my opinion, the perfect partner for my Charizard. His Volt Absorb absorbs any of the electric-type attacks that Charizard hates, and Heal Bell is just what my team needs when Bisharp gets burned or Charizard gets paralyzed. I know that Lanturn isn't the strongest Volt Absorber, but I think he's really cute and I manage to make him work. He can usually absorb quite a few hits, heal the team, and get some damage and a burn on his opponent before going down. His lack of recovery is his Achilles' heel, but it's a small price to pay to have such a cute little fishie on my team. Suggestions on his moveset and EV spread are encouraged! I like Scald and Heal Bell a lot, but the other two are up in the air. The whole sun-makes-water-attacks-weaker thing is sometimes annoying, but Scald makes up for it by getting burns.

Acro (Kecleon) (M) @ Assault Vest
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Fake Out
- Shadow Sneak
- Power-Up Punch
- Rock Tomb
This silly little fella acts as my priority abuser/revenge killer most of the time. He can revenge kill strong, fast special attackers (i.e. Gengar, Alakazam, Mega Charizard Y, Mega Lucario) with ease. This is my own set (I think) and I really, really like it. I start out with a Fake Out, which doesn't do all that much damage but reaffirms in my opponent's mind "Hey! I'm a Normal type! Hit me with a Fighting type move!" Then in comes the Shadow Sneak, and their Close Combat/Focus Blast/Brick Break does nothing now that I'm Ghost type. At this point, the enemy is either dead or almost there. I like to finish off with a Power-Up Punch and get a nice attack boost for whoever they switch in next. Rock Tomb is exclusively for Volcarona and Mega Pinsir, who my team has no reliable way of dealing with otherwise. Little Acro is suprisingly bulky as well. Assault Vest combined with his EV investment means he almost never goes down in one hit. Once again, he's a Pokemon that might not be the most viable, but I think he's cute and I try (and succeed, I think) to make him work.

Blitzkrieg (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 84 HP / 252 Atk / 172 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
My lightning war Pokemon. I don't think his pure power needs to be explained if you've ever faced one in a battle. With 1 Swords Dance boost he can sweep entire teams. I like to switch him in on something that I know will try to switch, get that free SD, and go to town. Each of his moves are absolutely crucial to his success: Knock Off for huge damage, Iron Head for fairies and hopeful flinches, and Sucker Punch to finish them off. He's frail, but if he can survive he will wreak havoc. I used to run Brick Break instead of Knock Off so that I could take out Ferrothorn and other Bisharps, but I like Knock Off better because it just hits so hard. Anything without a resist and some bulk is in for a bad time.

Chamomile (Espeon) (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Baton Pass
- Calm Mind
- Morning Sun
- Shadow Ball
I'm pitifully reliant on Espeon, and I always use one. It's really silly, but having a status condition bugs me more than anything else (which is why I have 3 ways to deal with them: Magic Bounce, Magic Guard, and Heal Bell). She is great on her own, reliably setting up hazards/status conditions on the other side and walling Pranksters and Ferrothorn to hell and back. She can take physical attacks pretty well, and alternate Calm Mind/Morning Sun to get set up before sweeping. Now you might be thinking, "But Emileon, Knock Off users are everywhere! Surely Espeon can't survive that!" You're right! Which is why Espeon and Clefable make a dream team. What usually happens is I'll have a couple Calm Minds up on a Prankster before my opponent realizes that he needs to stop this train before it gets rolling. He'll then switch in a Knock Off/Dark Pulse/Night Slash user, at which point I'll Baton Pass to Clefable.

Doodle (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Fire Blast
- Soft-Boiled
People usually aren't afraid of this chubby fairy, but they should be. Once Heatran is taken care of by her other team members, Clefable can accept Calm Mind boosts from Espeon or get them herself and sweep teams. +2 Moonblast 2HKOs nearly everything, and Fire Blast laughs in the face of Steel types who thought they could wall her. Toxic? Burn? Leech Seed? Hazards? Psh, we got dat Magic Guard. Many opponents have forfeited in embarrassment after having half their team swept by a Pokemon named Doodle. After Calm Minds, nothing can really take her down thanks to her ridiculous physical bulk. Definitely another unexpected MVP of my team! I have been torn on who to put in this spot for months, because my team used to have an impossible time dealing with Dragon Dancers. But no Dragon Dancer can take out Clefable, at least not quickly. She rounds off my team perfectly with much-needed physical bulk and Fairy typing.
Threats: I can't really think of anything that my team consistently has a hard time dealing with. The things that are most annoying (but can usually be handled) include Mega Venusaur, Genesect, Conkeldurr, and boosting sweepers. Other than that, super commonly used Pokemon are taken out by my team. Sometimes something super obscure will give me trouble, but I figure you can't prepare for everything.
So yeah, that's all I have for now! I really like my team and I hope you do too! Any and all constructive criticism is more than welcome. Just as a side note, there are some Pokemon that I just won't use because I think they're too ugly (Rotom, Klefki, etc.) so don't take it personally if I don't use something you suggest!

Rex (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Acro (Kecleon) (M) @ Assault Vest
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Fake Out
- Shadow Sneak
- Power-Up Punch
- Rock Tomb
Aesir (Lanturn) (M) @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Heal Bell
- Volt Switch
Blitzkrieg (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 84 HP / 252 Atk / 172 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
Chamomile (Espeon) (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Baton Pass
- Calm Mind
- Morning Sun
- Shadow Ball
Doodle (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Fire Blast
- Soft-Boiled
Ability: Drought
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Acro (Kecleon) (M) @ Assault Vest
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Fake Out
- Shadow Sneak
- Power-Up Punch
- Rock Tomb
Aesir (Lanturn) (M) @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Heal Bell
- Volt Switch
Blitzkrieg (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 84 HP / 252 Atk / 172 Spd
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
Chamomile (Espeon) (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Baton Pass
- Calm Mind
- Morning Sun
- Shadow Ball
Doodle (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Fire Blast
- Soft-Boiled