Hey everyone, thanks for taking the time to look over my newest team. After working on a general purpose team over the course of Pokemon's lifespan, I decided to start fresh with a brand new team from scratch. My main team that isn't shown here is a very technical team, so I decided to go with a different theme altogether. The general theme of this team is to be general bulky, but still offer some utility with hazard support.Thus, it forgoes a bit of physical wall-breaking generally associated with hyper-offensive teams and relies on hazard synergy, keeping the team healthy, prolonging the fight just long enough for the hazards to mitigate that drawback, but not SO long that the team's super annoying to fight against. So in a nutshell, the primary theme of this team is offensive balance.
The first three Pokemon are the core set I started out with, and are pretty set in stone. I'm also pretty set with Garchomp simply because of how long it took me to breed him in my game. I've spent the better part of a month breeding and training this team on my actual 3DS ORAS cart, so I've put a lot of effort into it. But I'm just not happy with at least two of them. Starmie and Sylveon. So any switches you can think of would be helpful.
Swampert @ Swampertite
Ability: Damp
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Rain Dance
The main bruiser of the team. As a long time Starmie user, I wanted to try out a physical water type. He also happens to be immune to the electric types I've become accustomed to fearing, so it seems like a win-win. Swampert has amazing coverage, and He's thus far been a great reliable pivot. I realize Swift Swim Mega Swampert generally prefers rain teams where Politoed can set up rain in advance, but I try to be smart about creating an opening to set up rain dance.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 Sp. Def
Bold Nature
- Fiery Dance
- Bug Buzz
- Quiver Dance
- Roost
I'll fully admit that ever since Volcarona was introduced, I've had a difficult time building teams with solid counters to it in mind. Every team I make seems to have trouble dealing with it, and this team is no exception. As an oldschool Gen 1 player, I tend to forget that rock types aren't terrible anymore, and thus they just never come to mind when I'm in the process of team-building. So I've decided to take that weakness and turn it into a strength. Aside from her 4x weakness to rock, I've found Volcarona to be much more bulky and durable than most of the fire types I've used over the years, and Quiver Dance + Roost only enhances that. I'm still often surprised at how bulky Volcarona actually is. I can't tell you guys how many times I've gotten a free Quiver Dance off thanks to a switch forced by Ferrothorn, and proceeded to sweep the rest of the game.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes
The hazard setter and physical wall. Pure and simple. With the general bulkiness of my team, I'm often allowed the opportunity to switch in, lay Leech Seed or Spikes, and just watch as the opposing team wears itself down on all the hazards. With Garchomp as a faster lead and Stealth Rock setter, I was able to use spikes for the full hazards threat. I'll be frank, even though Ferrothorn isn't new by any means, I haven't used him until now in ORAS because he was never an issue for me personally since I always ran a strong fire type like Infernape on my other team. So I never saw how annoying Ferrothorn could be when used properly. But I must say... This guy has probably done more total overall damage than the rest of my team combined. Despite his 4x weakness to fire, (which, as an old Scizor user, I'm already used to) as of now, I'm a believer in Ferrothorn.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 Sp.Atk / 252 Spe / 4 HP
Timid Nature
- Scald
- Psychic
- Ice Beam
- Rapid Spin
As I said above, Starmie is acting as a placeholder of sorts. He fills several gaps and covers a few weaknesses my team has otherwise. Without him, my team lacks a fast dragon, fighting, or flying counter. I wanted to put in a solid electric type, But there just aren't any that cover the weaknesses of the rest of the team. Since Volcarona, one of my sweepers, fears Stealth Rock so much, having a Rapid Spinner or Defogger is almost mandatory.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Toxic
- Stealth Rock
This was originally a Gengar as a fighting counter and spin blocker, but another Smogon user recommended I swap it out for Garchomp. This guy took for-freaking-ever to breed in my game despite having good IV parents. I just never got that Rough Skin ability on the good IV offspring. That alone made me want to make good use of her just so she was worth it. I'm proud to say I haven't been sorry. Despite having no real recovery, I've made great use out of her to punish physical opponents. Between Ferrothorn's hazards and any attacker losing 1/3rd of their HP to Rocky Helm/Rough Skin, few people dare attack Garchomp head on. Toxic was chosen to help get ri of bulky water types that would otherwise wall my team. A bulky defensive EV spread allows him to stay up as long as possible to ensure that passive punishment.
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 220 Def / 2 SpA / 36 SpD
Bold Nature
- Hyper Voice
- Protect
- Heal Bell
- Wish
This is the 2nd slot I'm just not happy with. I want to find a replacement But without Sylveon, I have a glaring weakness to fighting and dragon types, especially specially offensive Draco Meteor users. But again, I can't think of anything that better fills these gaps. Currently, Sylveon serves as my scout and team cleric. Sylveon has the monumental task of keeping the rest of the team healthy, and her fairy typing is amazing for absorbing the Dragon, Dark, Bug, and Fighting moves aimed at the rest of my team. Hyper Voice also packs a pretty big punch despite not having any EVs spent in it, and Wish + Protect goes a long way towards helping to rack up the passive damage from status and hazards I've already set up. It's even won me the game more than a few times.
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The team's most glaring weakness is a lack of strong counters to flying types like Talonflame. It also lacks much in the way of special defenses. There is an insane amount of passive physical deterrents with Rough Skin/Iron Barbs and Flame Body burns, but I don't have anything that would deter special attackers. It also lacks a priority move of any kind for revenge killing, and adding a fighting type like Lucario just adds to my flying and fire weaknesses. It seems like with the two slots filled by Starmie and Sylveon, I should be able to find replacements, but that opens up more problems than they solve.
The first three Pokemon are the core set I started out with, and are pretty set in stone. I'm also pretty set with Garchomp simply because of how long it took me to breed him in my game. I've spent the better part of a month breeding and training this team on my actual 3DS ORAS cart, so I've put a lot of effort into it. But I'm just not happy with at least two of them. Starmie and Sylveon. So any switches you can think of would be helpful.

Ability: Damp
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Rain Dance
The main bruiser of the team. As a long time Starmie user, I wanted to try out a physical water type. He also happens to be immune to the electric types I've become accustomed to fearing, so it seems like a win-win. Swampert has amazing coverage, and He's thus far been a great reliable pivot. I realize Swift Swim Mega Swampert generally prefers rain teams where Politoed can set up rain in advance, but I try to be smart about creating an opening to set up rain dance.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 Sp. Def
Bold Nature
- Fiery Dance
- Bug Buzz
- Quiver Dance
- Roost
I'll fully admit that ever since Volcarona was introduced, I've had a difficult time building teams with solid counters to it in mind. Every team I make seems to have trouble dealing with it, and this team is no exception. As an oldschool Gen 1 player, I tend to forget that rock types aren't terrible anymore, and thus they just never come to mind when I'm in the process of team-building. So I've decided to take that weakness and turn it into a strength. Aside from her 4x weakness to rock, I've found Volcarona to be much more bulky and durable than most of the fire types I've used over the years, and Quiver Dance + Roost only enhances that. I'm still often surprised at how bulky Volcarona actually is. I can't tell you guys how many times I've gotten a free Quiver Dance off thanks to a switch forced by Ferrothorn, and proceeded to sweep the rest of the game.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes
The hazard setter and physical wall. Pure and simple. With the general bulkiness of my team, I'm often allowed the opportunity to switch in, lay Leech Seed or Spikes, and just watch as the opposing team wears itself down on all the hazards. With Garchomp as a faster lead and Stealth Rock setter, I was able to use spikes for the full hazards threat. I'll be frank, even though Ferrothorn isn't new by any means, I haven't used him until now in ORAS because he was never an issue for me personally since I always ran a strong fire type like Infernape on my other team. So I never saw how annoying Ferrothorn could be when used properly. But I must say... This guy has probably done more total overall damage than the rest of my team combined. Despite his 4x weakness to fire, (which, as an old Scizor user, I'm already used to) as of now, I'm a believer in Ferrothorn.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 Sp.Atk / 252 Spe / 4 HP
Timid Nature
- Scald
- Psychic
- Ice Beam
- Rapid Spin
As I said above, Starmie is acting as a placeholder of sorts. He fills several gaps and covers a few weaknesses my team has otherwise. Without him, my team lacks a fast dragon, fighting, or flying counter. I wanted to put in a solid electric type, But there just aren't any that cover the weaknesses of the rest of the team. Since Volcarona, one of my sweepers, fears Stealth Rock so much, having a Rapid Spinner or Defogger is almost mandatory.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Toxic
- Stealth Rock
This was originally a Gengar as a fighting counter and spin blocker, but another Smogon user recommended I swap it out for Garchomp. This guy took for-freaking-ever to breed in my game despite having good IV parents. I just never got that Rough Skin ability on the good IV offspring. That alone made me want to make good use of her just so she was worth it. I'm proud to say I haven't been sorry. Despite having no real recovery, I've made great use out of her to punish physical opponents. Between Ferrothorn's hazards and any attacker losing 1/3rd of their HP to Rocky Helm/Rough Skin, few people dare attack Garchomp head on. Toxic was chosen to help get ri of bulky water types that would otherwise wall my team. A bulky defensive EV spread allows him to stay up as long as possible to ensure that passive punishment.

Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 220 Def / 2 SpA / 36 SpD
Bold Nature
- Hyper Voice
- Protect
- Heal Bell
- Wish
This is the 2nd slot I'm just not happy with. I want to find a replacement But without Sylveon, I have a glaring weakness to fighting and dragon types, especially specially offensive Draco Meteor users. But again, I can't think of anything that better fills these gaps. Currently, Sylveon serves as my scout and team cleric. Sylveon has the monumental task of keeping the rest of the team healthy, and her fairy typing is amazing for absorbing the Dragon, Dark, Bug, and Fighting moves aimed at the rest of my team. Hyper Voice also packs a pretty big punch despite not having any EVs spent in it, and Wish + Protect goes a long way towards helping to rack up the passive damage from status and hazards I've already set up. It's even won me the game more than a few times.
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The team's most glaring weakness is a lack of strong counters to flying types like Talonflame. It also lacks much in the way of special defenses. There is an insane amount of passive physical deterrents with Rough Skin/Iron Barbs and Flame Body burns, but I don't have anything that would deter special attackers. It also lacks a priority move of any kind for revenge killing, and adding a fighting type like Lucario just adds to my flying and fire weaknesses. It seems like with the two slots filled by Starmie and Sylveon, I should be able to find replacements, but that opens up more problems than they solve.
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