So more than a year after my first team for gen VI, I've been using an improved version of my old team. I've been fairly successful with this team so far, but I have lost a few, although I think my losses were largely due to poor decision making. Regardless, I'd like to see if anyone can point out any glaring weaknesses that can be patched up with adjustments.
TEAM COMPOSITION
DETAILS
Gyarados
@ Leftovers
Ability: Intimidate
EVs: 248 HP / 104 Def / 156 SpD
Careful Nature
- Waterfall
- Roar
- Rest
- Sleep Talk
Gyarados is the latest addition to this team, although I will discuss him first. While deciding what my team still needed, I looked at the time five primary threats in the metagame: Mega Altaria, Clefable, Keldeo, Landorus, and Mega Metagross. Of those five, Landorus is the only one the rest of this team does not have an answer to. As Gyarados is a good Landorus check, I decided to use one. Gyarados also checks some other offensive threats such as Weavile and Mamoswine. As I already have a mega evolution, I settled on using defensive Gyarados, since I simply needed another Pokemon that can switch into attacks. Gyarados also comes with the bonus of Intimidate, which can help ease the pressure off Hippowdon, who is my main physical wall. I chose Roar over Thunder Wave and Dragon Tail for a number of reasons. As I do have a hazard setter, Celebi, a phazing move is optimal to build up damage. Phazing also deals with some set-up sweepers as well, removing accumulated boosts, provided Gyarados can afford to take a hit. Roar can also be used for scouting in that if Gyarados is in a position that would "force" a switch, I can see what my opponent intends to switch in before that very Pokemon gets roared away. I personally prefer Roar over Dragon Tail, as I absolutely despise Substitute. Against hyper-offensive teams, I sometimes lead with Gyarados to see if I can Intimidate my opponent's lead.
Charizard
@ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
I have always used Mega Charizard Y since the start of X/Y, as it is an amazing wallbreaker. Whatever wall the rest of my team can't break down and/or outstall, Mega Charizard Y can basically deal with. If I see a bulky hazard setter on the enemy team, I sometimes lead with Charizard, anticipating my opponent to lead with the said hazard setter.
Celebi
@ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Stealth Rock
- Healing Wish
Celebi is another one of my later additions. Celebi covers a lot of what the rest of this team (besides Gyarados) has lots of trouble with...more specifically, water-types. Celebi is also an excellent status absorber, thanks to Natural Cure. I know it's bad to not run Baton Pass, because of the existence of pursuit users, but Stealth Rock and Healing Wish are very beneficial to this team. Having hazards is particularly useful, especially towards the end of the game, in order to help Excadrill secure some KOs. While I have Hippowdon, who is also capable of setting hazards, I opt to run a coverage move on him instead (which I will describe in his section). Healing Wish is absolutely necessary to restore Tyranitar to full health and relieve him of burn or poison, particularly in the event I still need him to take special hits (which I will describe in his section). Celebi is another potential lead, especially if I see a Breloom on my opponent's team.
Hippowdon
@ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Earthquake
- Whirlwind
- Ice Fang
Hippowdon is obviously here to get the sand up for Excadrill, and is also my main physical wall. I know that a physically defensive EV spread isn't necessarily the best option in this generation, but I use Hippowdon specifically to deal with physical attackers more effectively. Ice Fang is needed to take down Landorus-T, Garchomp, Dragonite (Stealth Rock from Celebi helps break multiscale), and Mega Pinsir.
Tyranitar
@ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Payback
- Pursuit
- Stone Edge
- Earthquake
In case one sand inducer dies and sand runs out, I have a second to ensure that Excadrill can outspeed almost everything by the end of the match. Assault Vest and sand makes Tyranitar absurdly bulky on the special side, allowing him to take supereffective hits and hit back with decently powerful attacks of its own. A speed-reducing nature and 0 speed IVs ensure that Payback almost always has 100 base power, making it as strong as Stone Edge; Payback is also substantially more accurate than Stone Edge, making it a more reliable neutral STAB attack. I opted an attack-boosting nature to give Tyranitar's attacks a bit more of a punch to better-guarantee OHKOs or 2HKOs on the special attackers I have him face. Earthquake might seem like an odd coverage move, but it has proven useful in taking down Mega Diancie, which I've run into quite often. This Tyranitar absolutely hates burns and poison and is unable to recover lost health; of course, I have Celebi to heal Tyranitar and cure him of status in the event I still need him to take on a special attacker. The main reason I like this set is because of its surprise factor. Oftentimes, my opponents think it can hit Tyranitar hard with a supereffective special move, only for him to shrug it off and respond with a stronger attack.
Excadrill
@ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
As I have two sand inducers on my team, it's quite obvious that I run Sand Rush Excadrill. Early game, Excadrill can help remove entry hazards, especially Stealth Rock, which really destroys Charizard. Especially if my opponent's walls are still running rampant, I absolutely need Stealth Rock off the field in order to make sure Charizard lives long enough to break down these walls. If the walls are no longer an issue, Excadrill typically does not need to come out until the end of the game, where he can pick off whatever is left. Of course, before sending out Excadrill to sweep, I have to make sure priority users such as Azumarill, Conkeldurr, Breloom, and Talonflame (Brave Bird actually hurts, despite resist), are eliminated. The combination of Gyarados and Celebi are fully capable of handling these threats.
So here is my team, which I've been fairly successful with. Of course, it is far from perfect, so if there are any noticeable weaknesses I can "fix," it would be nice to let me know.
TEAM COMPOSITION
DETAILS
Gyarados
@ Leftovers
Ability: Intimidate
EVs: 248 HP / 104 Def / 156 SpD
Careful Nature
- Waterfall
- Roar
- Rest
- Sleep Talk
Gyarados is the latest addition to this team, although I will discuss him first. While deciding what my team still needed, I looked at the time five primary threats in the metagame: Mega Altaria, Clefable, Keldeo, Landorus, and Mega Metagross. Of those five, Landorus is the only one the rest of this team does not have an answer to. As Gyarados is a good Landorus check, I decided to use one. Gyarados also checks some other offensive threats such as Weavile and Mamoswine. As I already have a mega evolution, I settled on using defensive Gyarados, since I simply needed another Pokemon that can switch into attacks. Gyarados also comes with the bonus of Intimidate, which can help ease the pressure off Hippowdon, who is my main physical wall. I chose Roar over Thunder Wave and Dragon Tail for a number of reasons. As I do have a hazard setter, Celebi, a phazing move is optimal to build up damage. Phazing also deals with some set-up sweepers as well, removing accumulated boosts, provided Gyarados can afford to take a hit. Roar can also be used for scouting in that if Gyarados is in a position that would "force" a switch, I can see what my opponent intends to switch in before that very Pokemon gets roared away. I personally prefer Roar over Dragon Tail, as I absolutely despise Substitute. Against hyper-offensive teams, I sometimes lead with Gyarados to see if I can Intimidate my opponent's lead.
Charizard
@ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
I have always used Mega Charizard Y since the start of X/Y, as it is an amazing wallbreaker. Whatever wall the rest of my team can't break down and/or outstall, Mega Charizard Y can basically deal with. If I see a bulky hazard setter on the enemy team, I sometimes lead with Charizard, anticipating my opponent to lead with the said hazard setter.
Celebi
@ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Stealth Rock
- Healing Wish
Celebi is another one of my later additions. Celebi covers a lot of what the rest of this team (besides Gyarados) has lots of trouble with...more specifically, water-types. Celebi is also an excellent status absorber, thanks to Natural Cure. I know it's bad to not run Baton Pass, because of the existence of pursuit users, but Stealth Rock and Healing Wish are very beneficial to this team. Having hazards is particularly useful, especially towards the end of the game, in order to help Excadrill secure some KOs. While I have Hippowdon, who is also capable of setting hazards, I opt to run a coverage move on him instead (which I will describe in his section). Healing Wish is absolutely necessary to restore Tyranitar to full health and relieve him of burn or poison, particularly in the event I still need him to take special hits (which I will describe in his section). Celebi is another potential lead, especially if I see a Breloom on my opponent's team.
Hippowdon
@ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Earthquake
- Whirlwind
- Ice Fang
Hippowdon is obviously here to get the sand up for Excadrill, and is also my main physical wall. I know that a physically defensive EV spread isn't necessarily the best option in this generation, but I use Hippowdon specifically to deal with physical attackers more effectively. Ice Fang is needed to take down Landorus-T, Garchomp, Dragonite (Stealth Rock from Celebi helps break multiscale), and Mega Pinsir.
Tyranitar
@ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Payback
- Pursuit
- Stone Edge
- Earthquake
In case one sand inducer dies and sand runs out, I have a second to ensure that Excadrill can outspeed almost everything by the end of the match. Assault Vest and sand makes Tyranitar absurdly bulky on the special side, allowing him to take supereffective hits and hit back with decently powerful attacks of its own. A speed-reducing nature and 0 speed IVs ensure that Payback almost always has 100 base power, making it as strong as Stone Edge; Payback is also substantially more accurate than Stone Edge, making it a more reliable neutral STAB attack. I opted an attack-boosting nature to give Tyranitar's attacks a bit more of a punch to better-guarantee OHKOs or 2HKOs on the special attackers I have him face. Earthquake might seem like an odd coverage move, but it has proven useful in taking down Mega Diancie, which I've run into quite often. This Tyranitar absolutely hates burns and poison and is unable to recover lost health; of course, I have Celebi to heal Tyranitar and cure him of status in the event I still need him to take on a special attacker. The main reason I like this set is because of its surprise factor. Oftentimes, my opponents think it can hit Tyranitar hard with a supereffective special move, only for him to shrug it off and respond with a stronger attack.
Excadrill
@ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
As I have two sand inducers on my team, it's quite obvious that I run Sand Rush Excadrill. Early game, Excadrill can help remove entry hazards, especially Stealth Rock, which really destroys Charizard. Especially if my opponent's walls are still running rampant, I absolutely need Stealth Rock off the field in order to make sure Charizard lives long enough to break down these walls. If the walls are no longer an issue, Excadrill typically does not need to come out until the end of the game, where he can pick off whatever is left. Of course, before sending out Excadrill to sweep, I have to make sure priority users such as Azumarill, Conkeldurr, Breloom, and Talonflame (Brave Bird actually hurts, despite resist), are eliminated. The combination of Gyarados and Celebi are fully capable of handling these threats.
So here is my team, which I've been fairly successful with. Of course, it is far from perfect, so if there are any noticeable weaknesses I can "fix," it would be nice to let me know.